• Title/Summary/Keyword: 몰입경험

Search Result 603, Processing Time 0.026 seconds

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

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.16 no.11
    • /
    • pp.487-493
    • /
    • 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.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
    • /
    • v.9 no.3
    • /
    • pp.155-161
    • /
    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

The Effect of Radiological Technologist Job Satisfaction and Job Stress on Organizational Commitment - Focused on the Busan Area - (방사선사의 조직문화 및 리더십, 조직몰입이 조직만족에 미치는 영향 -부산지역을 중심으로-)

  • Kang, Yeon-Hee;Park, Cheolwoo
    • Journal of the Korean Society of Radiology
    • /
    • v.14 no.4
    • /
    • pp.415-424
    • /
    • 2020
  • The purpose of this study was to survey and analyze the effects of job satisfaction and job stress on organizational commitment among radiological technologist working in primary, secondary and tertiary hospitals in Busan. As a result, the scores of job satisfaction and organizational effectiveness of the tertiary hospital were significantly higher (p<0.05). In the group with no turnover experience, the organizational commitment, job satisfaction, and organizational effectiveness scores were significantly higher (p<0.05, p<0.01). Job stress was not statistically significant between variables in the analysis of general characteristics. Hierarchical regression analysis showed that the radiological technologist organizational commitment had the highest impact on job satisfaction (β=0.703, p<0.001). Radiological technologist are important in the diagnosis and radiation therapy of diseases in hospital. Therefore, based on the results of this study, it will be helpful to analyze the relationship between job satisfaction, job stress and organizational commitment of radiological technologist, and to prepare a plan to increase their organizational commitment.

The Career Plateau and Organizational Commitment of R&D Professionals : Focusing on the Moderating Role of Age and Creative Behavior (R&D인력의 경력정체와 조직몰입의 관계 : 연령과 창의적 행동의 조절효과를 중심으로)

  • Cha, Jong-Seok;Park, O-Won
    • Journal of Technology Innovation
    • /
    • v.26 no.4
    • /
    • pp.122-145
    • /
    • 2018
  • This paper investigates the relationship between R&D professionals' career plateau and organizational commitment in which career plateau's sub-dimensions consist of structural and job-content plateau. Further, it aims to examine the moderating effect of age and creative behavior of R&D professionals on the relationship between career plateau and organizational commitment. Empirical data were collected from 418 R&D professionals who work for Government sponsored research institutions. The results showed that the relationship between structural plateau and organizational commitment is differently related depending on age level. That is, the negative relationship between structural plateau and organizational commitment is stronger for junior R&D professionals. Furthermore, the relationship between job-content plateau and organizational commitment is negatively related, and differs in the strength depending on the creative behavior level of R&D professionals. For one with stronger characteristics of creative behavior, job-content plateau is more negatively related to organizational commitment. Based on the results, some implications are suggested on the career plateau issues of R&D professionals who work for government sponsored research institutions. Finally, it is discussed on the limitations of this study and further research directions.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.11
    • /
    • pp.59-65
    • /
    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.12
    • /
    • pp.85-92
    • /
    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.3
    • /
    • pp.341-359
    • /
    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.

An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game (게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성)

  • Jang, Han-Jin;Kim, Si-Sung;Noh, Ghee-Young
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.19-32
    • /
    • 2015
  • Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.

Factor Structure on the Korean Version of Tellegen Absorption Scale (한국판 텔레겐몰입척도의 요인구조)

  • Lee, Jun-Seok;Lee, Jang-Han;Kim, Bo-Ra;Sim, Jong-Onn
    • Korean Journal of Psychosomatic Medicine
    • /
    • v.15 no.2
    • /
    • pp.88-92
    • /
    • 2007
  • Objective : Tellegen Absorption Scale(TAS) is an instrument intended to assess hypnotizability and designed to sample absorbing and self-altering experiences, including dissociative experiences. The present study attempted to identify the internal structure of TAS. Methods : One hundred and thirty nine undergraduates completed the Korean version of Tellegen Absorption Scale(TAS-K). Cronbach's alpha was calculated and factor analyses were done. Results : An exploratory principal-components analysis yielded three factors accounting for 31.06% of variance. Factor 1 included dissociative(dissociation-like) experiences, factor 2 tapped imaginative involvements, and factor 3 had to do with perceptual sensitivity. Conclusion : TAS-K may include absorbing and self-altering experiences.

  • PDF

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.4
    • /
    • pp.541-547
    • /
    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.