• Title/Summary/Keyword: 몰입경험

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Relationship among the Expertise of University Liberal Arts Class Instructor, the Exercise Flow and Persistent Participation Intention Perceived by Non-Sports Major University Students (비체육 전공 대학생이 인지한 대학교 교양 수업 지도자의 전문성과 운동몰입 및 참여지속의도간의 관계)

  • Lee, Young Jun
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.3
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    • pp.735-749
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    • 2021
  • There is true that the evaluation of non-face-to-face swimming classes currently offered by universities due to the COVID-19 outbreak is generally negative. For this reason, the quality of non-face-to-face swimming classes at universities is bound to depend on the expertise of the instructor. However, whether or not of students who lack of practices of swimming could experience exercise flow and could continuously last the swimming exercise after semester or even graduation is difficult to confirm. This is considered to be a significant threat in the future not only for swimming, but also for all liberal arts and lifestyle sports. This study aimed at 281 non-athletic college students with experience of taking both swimming classes, and the need for a study on the structural relationship between exercise flow and participation intention by university swimming class leaders' expertise in non-sports majoring college students. And the results were empirically analyzed. The research results derived in this process are summarized as follows. First, the effect of swimming class leader's expertise (personality, lecture skills, student management, practical skills, basic knowledge) perceived by non-athletic college students on exercise flow (cognitive flow, behavior flow) affects cognitive flow. As a factor influencing, it was found that lecture skills had a statistically positive (+) effect, and as factors influencing behavioral commitment, the positive (+) effect was statistically significant in personality, lecture skills, student management, and basic knowledge. Second, as for the effect of exercise commitment (cognitive commitment, behavior commitment) perceived by non-athletic college students on continuous participation intention, the behavioral commitment factor was found to have a statistically positive (+) effect.

A Study on the Methodology of Stereo-Scope Visualization Using Virtual Reality Technique (가상현실 기술을 이용한 입체영상 시각화 기법에 관한 연구)

  • Shin, Mi-Hae;Seo, Su-Seok;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.6
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    • pp.1482-1487
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    • 2010
  • Recently, Product and contents using virtual reality technique is spreading quickly. Visualization using virtual reality technique is provide a differentiated experience with existing visualization methodology by giving enhanced immersiveness to users. This paper is make a suggestion to a new methodology of stereo-scope visualization and talk about this utilization possibility. We proposed the design method of stereo-scope realization system that is composed at least two screen. through which users will feel more immersiveness and experience to virtual reality. The suggestion system of this paper will widely used in various industry such as virtual reality exhibitions, shows, games, training programs, etc.

The Effects of Customer Satisfaction Based on User Experience on Commitment, Loyalty and Repeated Use in Franchise and Chain Coffee Shops (프랜차이즈와 체인 커피전문점의 이용경험에 따른 고객만족이 몰입, 충성도, 반복적 이용에 미치는 영향)

  • Yang, Jeong-Yeong;Kim, Tae-Hee;Kim, Mi-Ja
    • Culinary science and hospitality research
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    • v.19 no.5
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    • pp.206-224
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    • 2013
  • The purpose of this study was to examine the formation of customer's repeated use that is real long-term commitment in franchise/chain coffee shops. 457 effective samples were analyzed using PASW 18.0 and AMOS 18.0. The results of the analysis of the relationships between user experience, customer satisfaction, customer commitment and repeated use are as follows. First, it was presented that atmosphere, price fairness and coffee product quality had a positive impact on customer satisfaction. Second, customer satisfaction had a positive impact on customer commitment and repeated use. Finally, there was the mediating effect of continuous commitment between customer satisfaction and repeated use. Based on the results of the above analysis, the managerial implications for increasing repeated use of coffee shops are as follows. First, the strategy for enhancing performance of user experience is to try to improve atmosphere(facilities, ambient/lighting), price fairness, coffee product quality(taste, flavor, temperature). Second, the strategy for forming repeated use is to enhance customer commitment(affective commitment, continuous/normative commitment).

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The Sutability of VR Artwork as an Immersive Learning Tool (몰입적 학습 도구로서의 VR 예술작품의 적합성)

  • Rhee, Boa;Kim, Jusub
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.223-226
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    • 2016
  • 본 논문은 최근 출시된 반 고흐 VR 예술작품의 2D 및 3D 콘텐츠에 대한 경험을 분석했다. 두 가지의 콘텐츠에서 쾌락적 특성이 강하게 나타났으며, 원작의 재생산된 작품으로서가 아니라 새로운 창작물로 인지되었다. 콘텐츠의 일반적 특성과 마찬가지로, 몰입감의 경우에도 2D 보다는 3D 콘텐츠에 대한 평가가 더욱 긍정적으로 이루어졌으며, 두 가지의 콘텐츠에서 가장 높게 평가된 몰입감 요인은 주의집중력으로 제시되었다. 특히 3D 콘텐츠의 경우, 다감각적 촉진은 가상공간에서의 현존감(presence)과 관련된 육체적 움직임에 대한 역동성에 영향을 미쳤으며, 원작에 대한 현존감은 가상공간에서의 현존감과 몰입감으로 대체되었다. 3D 기반의 콘텐츠는 학습에 대한 내재적 동기부여를 비롯, 그룹 토의의 활성화, 예술작품 및 작가에 대한 관심 증가 등의 몰입형 학습 도구로서의 효용성이 유의미하게 나타났다. 비록 2D 및 3D 콘텐츠의 몰입학습을 위한 도구로서의 적합성이 예술작품에 대한 감상 및 해석도구로서의 적합성보다 높게 제시되기는 했지만, 예술작품의 진정성과 아우라라는 관점에서 보면 '회화적 동일성'은 존재했지만 콘텐츠의 재창조적 특성으로 인해 '미학적 동일성'은 보장되지 못했다. 이러한 현상은 VR 예술작품의 콘텐츠 제작 목적의 상이함 뿐만 아니라 기술적 정교함 및 예술적 전문성 결여에 기인한다.

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Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Client Relationship Proneness, Trust, Commitment and Reuse Intention in IT Services (고객 관계 경향, 신뢰, 몰입 그리고 재사용 의도: IT서비스의 경우)

  • Park, Jun-Gi;Lee, Hyejung;Cho, Cheulhyun;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.137-149
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    • 2012
  • It has become a crucial issue for IT service firms how to form positive relationships with their customers in order to retain existing customers and potential customers. To address this issue, many researchers have introduced the concept of consumer relationship proneness(CRP). This present study examines if CRP is related to trust and commitment that enhance the intention to reuse. Using PLS, we analyzed 200 data collected through a survey of global electronic company members experienced IT outsourcing services. As a result, CRP has a defined impact on both trust and commitment, and relationships between trust and commitment, commitment and reuse intention have a positive effect. On the other hand, trust does not affect reuse intention. Based on these results, it presents a discussion for future research and the implications for CRP.

The Effects of 4CID Model based Robot Programming Learning on Learners' Flow Level (4CID 모델 기반 로봇 활용 프로그래밍 학습의 몰입 효과 분석)

  • Lee, EunKyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.11 no.4
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    • pp.37-46
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    • 2008
  • Using robots in the programming classes may help to induce learners' interest and motivation. However, simple introduction of new media, such as robots, may cause to increase learners' interest level temporarily, but also may give cognitive overload and offense against learning motivation. We developed a robot programming course to induce intrinsic motivation and to reduce cognitive load for learners in the programming education. And then, we implemented the developed course in college programming classes and analysed the educational effects of robot programming learning on novice learners' flow level. We found that robot programming course was helpful in enhancing novice learners' flow level. Especially, the element of 'autotelic experience', which explains an intrinsic motivation, was higher than conventional programming course group. It means that the developed strategies for robot programming course provides positive effects on learners' intrinsic motivation.

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Influence of the Perception of Vocational Ethics and Education on Job Stress and Job Commitment in Occupational Therapists (작업치료사의 직업윤리와 교육에 대한 인식이 직무스트레스와 직무몰입에 미치는 영향)

  • Kim, Ji Hoon;Jung, Jae Hun
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.367-376
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    • 2021
  • The aimed of this research was to identify the influence of perception of the vocational ethics and education on job stress and job commitment in occupational therapists. 173 occupational therapists measure for perception of vocational ethics and education, job stress and job commitment, the findings of the study were as follows. First, perception of vocational ethics and education was correlated with job stress, job commitment(p<.01). Second, perception of vocational ethics and education sub-factor of education experience(p<.01), seriousness of ethical issues(p<.05) was found to have affected the job stress. Third, perception of vocational ethics and education sub-factor of education experience(p<.05) was found to have affected the job commitment. Through the results of this study, systematic education will be needed to recognize the importance of vocational ethics and improve it.

조직구조, 조직문화의 업무특성이 조직몰입 및 조직성과 미치는 영향: 7년 미만의 초기 스타트업 중심으로

  • Seo, Gwi-Dong
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.175-179
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    • 2019
  • 1년에도 수십 수백 개씩 스타트업이 생겨나고 있다. 아마도 모두 미래의 구글과 페이스북, 그리고 아마존이 되길 희망하며 하루하루 가열차게 달리고 있다. 하지만 그 많은 스타트업 중 소위 성공했다 불릴 수 있는 기업은 손에 꼽는다. 능력 있는 창업가, 기발한 사업 모델과 아이디어 그리고 이를 뒷받침해 줄 기술력과 자본이 있다고 성공할 수 없다. 스타트업 기업을 굴러가게 하는 힘은 결국 그 조직의 구성원에게서 나오기에 성공한 스타트업에겐 모두 그들 만의 '조직문화'가 있다. 그게 모두에게 좋은 문화일 필요는 없을 것이다. 그 조직에 가장 접합한, 그래서 구성원의 구성원의 공감대를 사 '일하고 싶은 회사'가 될 수 있게 하는 '조직 문화'가 있는 스타트업이 수많은 인재를 모아 성장을 거듭해 올 수 있었고 그것이 결국 스타트업을 성공으로 이끌었던 것이다. 이런 조직 문화는 회사 초창기에 세팅할수록 해당 기업의 성공 확률도 높아진다. 7년 미만의 초기 스타트업 기업을 대상으로 조직문화 유형이 스타트업 구성원의 조직 몰입과 조직성과에 어떠한 영향을 주는지에 대한 실증분석을 목적으로 하였다. 초기 스타트업 기업의 조직문화 차원은 경쟁가치모형의 혁신문화와 위계문화로 구분하였으며, 조직성과는 스타트업의 서비스, 제품을 경험한 이용자들의 서비스 만족도를 활용하였다. 조직문화는 외부환경에 대한 적응과 조직내부 통합의 문제를 해결하기 위하여 구성원들에 의해 창조 발전되어 학습되는 기본가정으로서 스타트업 구성원들에 의해 공유된 가치(values), 신념(beliefs), 규범(norms)의 체계로 정의한다. 따라서 어떠한 조직문화를 갖는냐에 따라 조직 구성원의 몰입, 충성심, 직무동기, 직무성과는 물론 조직성과와 혁신을 포함하는 여러 조직 요인도 직 갑적인 영향을 받는다. 7년 미만의 초기 스타트업 혁신문화가 스타트업 구성원의 조직몰입에 긍정적인 영향을 미치며, 조직몰입이 스타트업 서비스, 제품을 경험한 이용자들의 서비스 만족도에도 긍정적인 효과가 있는 것으로 나타났다.

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Design and Implementation of 6DoF supported 360VR Test Platform (6DoF지원 360VR 테스트 플랫폼 설계 및 구현)

  • Yun, Kugjin;Jung, Jun Young;Yun, Joungil;Cheong, Won-sik;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.250-252
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    • 2018
  • 최근 차세대 미디어 중 하나로 가상의 공간내에서 현실적인 경험과 환경을 사용자에게 제공해 줄 수 있는 몰입형 미디어가 각광받고 있다. 이러한 가상현실 세계를 제공할 수 있는 VR미디어의 등장은 몰입형 미디어가 점차적으로 추구하는 실감서비스의 발전 형태를 단적으로 보여주고 있으며 사용자의 움직임에 따라 보다 자연스러운 현실감 및 몰입감을 지원하는 노력이 지속적으로 연구되고 있다. 이러한 추세를 반영하듯, MPEG은 최대 6DoF 사용자 움직임을 지원함과 동시에 고해상도의 VR 해상도를 제공하는 몰입형 미디어 요소기술 개발을 위하여 MPEG-I(Immersive) 표준화를 진행 중에 있다. 본 논문은 종래 3DoF 움직임(회전운동)을 지원함과 동시에 병진운동에 따라 360VR영상 내 가상시점을 매핑함으로써 보다 자연스러운 몰입감을 제공할 수 있는 6DoF지원 360VR 테스트 플랫폼을 제안한다.

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