• Title/Summary/Keyword: 몰입경험

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Finding Ways to Develop Media Sports and Sports Industry (미디어스포츠와 스포츠산업 발전을 위한 방안 모색)

  • Park, Jang-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.345-356
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    • 2019
  • This study investigated the influence of media sports contact motivation on direct sports participation in order to induce direct sports participation through media sports. In this regard, this study aimed to provide the basic data of media sports and sports participation by studying the effects of consumer's exercise commitment and exercise duration. From April 1, 2019 to April 31, 2019, a survey was conducted on 300 males and females in G and J provinces. To determine the purpose of the study, IBM's SPSS Ver. 21.0 and AMOS Ver. The analysis was performed using a statistical program of 21.0. The results of the study are as follows. First, media sport contact motivation was found to have an effect on exercise commitment. In addition, media sports contact motivation was found to have an effect on exercise persistence and sports participation. In addition, exercise commitment was found to have an effect on exercise duration, and exercise duration was found to affect sports participation. Second, in terms of media sports contact motivation and sports participation, exercise persistence had a mediating effect. In addition, it was found that exercise commitment had a mediating effect on the relationship between media sports contact motivation and exercise persistence, and exercise persistence had a mediating effect on the relationship between exercise commitment and sports participation. Third, media sports contact motivation did not have a direct effect on sports participation. Also, exercise immersion has no mediating effect in the relationship between media sports contact motivation and sports participation. However, in terms of media sports contact motivation and sports participation, exercise commitment and exercise persistence showed a double mediating effect.

Experiment Method for Measuring Quality of Experience for 360-degree Video with Sensorial Effects (360도 동영상 감각효과에 대한 사용자경험품질 측정 실험 방법)

  • Jeong, Min Hyuk;Kim, Sang Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.113-116
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    • 2020
  • This paper proposes a Quality of Experience (QoE) evaluation experiment to measure the effects of 360-degree video and sensory effects on the subject's degree of immersion, satisfaction, and sense of presence. The test subject responds to a questionnaire about the degree of immersion, satisfaction, and sense of presence after experiencing a 360-degree video accompanied by sensory effects while wearing a head-mounted display (HMD) with a scent diffusion device. As a result of the response analysis, it was confirmed that the proposed experimental method is suitable for measuring the subject's degree of immersion, satisfaction, and sense of presence about 360-degree video and sensory effects. On the other hand, inserting a gray screen for comparison experiments while watching a 360-degree video was found to cause a significant decrease in immersion and realism.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

The Effect of Bullying Observation Experience and Nursing Professionalism on the Major Commitment in Nursing Students during Clinical Practice (임상실습 중 태움관찰 경험과 간호전문직관이 간호대학생의 전공몰입에 미치는 영향)

  • Choi, Dongwon
    • Journal of Convergence for Information Technology
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    • v.10 no.12
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    • pp.49-57
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    • 2020
  • The purpose of this study was to identify the effects of bullying observation experience and nursing professionalism on the major commitment in nursing students during clinical practice. The survey was performed on 195 nursing students in two universities. Data were collected using a structured questionnaires and analysed with t-test, ANOVA, Pearson's correlation and multiple regression. Study findings revealed that bullying observation experience(ß=-.13, t=-1.99, p=.048), nursing professionalism(ß=.20, t=2.99, p=.003) and school satisfaction(ß=.31, t=4.58, p=.000) about major commitment were significant predictive variables(F=11.60, p=.000). This variables accounted for 27.1% of the variance in major commitment. The findings indicate the necessity of developing educational programs to enhance nursing students's nursing professionalism and to prevent future bullying in nursing practice.

A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.349-356
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    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

Learning Flow and Problem-solving Confidence of Nursing Students Experienced Team-based Nursing Practice Learning: The Mediating Effect of Perceived Interactivity (팀기반 실습 수업을 경험한 간호대학생의 학습몰입과 문제해결 자신감: 인지된 상호작용의 매개효과)

  • Hyunsim Kim;Ju-Young Hong
    • Journal of Industrial Convergence
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    • v.21 no.11
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    • pp.57-65
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    • 2023
  • This study was attempted to verify the mediating effect of perceived interaction in the relationship between learning flow and problem-solving confidence of nursing students who experienced team-based nursing practice learning. The subjects of this study were 148 senior nursing students who experienced team-based nursing practice learning classes. Data were collected using a structured questionnaire. For data analysis, descriptive statistics, Pearson correlation analysis, hierarchical multiple regression analysis, and Sobel test were conducted. The results of the study showed that nursing students' learning flow was 3.58±0.56 points, perceived interaction was 4.06±0.56 points, and problem-solving confidence was 3.67±0.53 points on average. Learning flow of nursing students showed a positive correlation with perceived interaction(r=0.63, p<.001) and problem-solving confidence(r=0.74, p<.001). Perceived interaction showed a partial mediating effect in the relationship between learning flow and problem-solving confidence(z=5.31, p<.001). It may be necessary to develop programs to improve nursing students' learning flow, perceived interaction, and problem-solving confidence, and to improve their clinical practice ability to solve nursing problems in various nursing settings.

Conflict and Team Commitment: Mediating Role of Team Efficacy and Communication Satisfaction (팀 내 갈등이 팀몰입에 미치는 영향: 팀효능감과 커뮤니케이션 만족도의 매개효과를 중심으로)

  • Lee, Mok-Hwa;Han, Joon-Goo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2831-2843
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    • 2014
  • As team based organizational structure is commonly spreading, many employees perform as a team member. This situation increases not only team commitment but also conflict to team members. But there are not many researches about the relationship between conflict and team commitment. This research proves the mediation effect of team efficacy and communication satisfaction when conflict have effect on team commitment. We have the following results. First, task conflict and relationship conflict have negative effect on team commitment. Second, team efficacy mediates task conflict and team commitment. Third, communication satisfaction mediates relationship conflict and team commitment.

The impact of virtual Brand experience using Metaverse on Interest, Immersion, and Recommendation intention (메타버스를 활용한 가상 브랜드 체험이 흥미, 몰입 및 추천의도에 미치는 영향)

  • Chang Sung Bok
    • Smart Media Journal
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    • v.12 no.7
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    • pp.84-92
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    • 2023
  • This study tested the hypothesis through confirmatory factor analysis to confirm the relationship between Brand experiences (Deviant, Entertainment, and Aesthetic experiences) in Metaverse on Interest and Immersion, and to verify whether these Interests and Immersion have a significant impact on Recommendation intention. As a result of the study, it was confirmed that all Brand experience factors had a positive (+) effect on Interest and Immersion, Interest had a positive (+) effect on Immersion, and Interest and Immersion had a positive (+) effect on Recommendation intention.

Effect of Role Rotation Experience on Learning Flow, Self Leadership and Debriefing Satisfaction of Nursing Students in Simulation Learning (시뮬레이션학습에서 역할교대 경험이 간호대학생의 학습몰입, 셀프리더십 및 디브리핑 만족도에 미치는 효과)

  • Seo, Ji-Yeong;Choi, Eun-Hee;Lee, Kyung-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.423-430
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    • 2017
  • This study examined the effects of role rotation experience on learning flow, self leadership and debriefing satisfaction in nursing students. A non-equivalence control group quasi-experimental study was used and included as participants 203 junior nursing students at Y University. The experimental group (n=103) participated in the teaching class using a role rotation experience, while the control group (n=100) received conventional practice education. The outcome measurements were learning flow, self leadership, and debriefing satisfaction. The collected data were analyzed using a chi-test, and at-test using the SPSS WIN 21.0 program. The total score of learning flow and self leadership were similar in the two groups. On the other hand, in the case of the debriefing satisfaction (t=-2.70, p=.008), the experimental group ($4.24{\pm}0.51$) was remarkably higher than the control group ($4.03{\pm}0.60$). Although the changes regarding the learning flow and self leadership could not be identified, the debriefing satisfaction had been affected by the practice education using the role rotation experience. Therefore, to identify the effects of simulation education for further details, more research with diversified subjects and varied durations is needed.

The meaning of experience and immersion to the diffusion of digital contents and consumption behavior based on arousal (디지털 콘텐츠의 확산과 공감 기반 소비행동에서의 경험과 몰입의 의미)

  • Kim, Yeonjeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.387-392
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    • 2013
  • The purpose of this study investigate the main factors of the diffusion of digital contents and consumer's participation behavior, consumption culture and examine the experiential perspective to consumer's information selection behavior. In digital network, the social presence, challenge, self-presentation, arousal and emotional feeling were significant variables to flow experience. Experiential perspectives focused on the search of identity and self-determination were main basic perspective to explain the diffusion of digital contents, consumer participation. This research result applied to media and device strategy to up-coming digital convergence and adapted to product planning and development, user friendly navigation and emotional human-centered service module.