• Title/Summary/Keyword: 몰입상태

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Factors influencing flow state of cooperative learning among nursing students: in convergence era (융복합시대 간호대학생의 협동학습수업 몰입상태에 영향을 미치는 요인)

  • Kim, Min-Suk;Yun, Soon-Young
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.397-403
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    • 2015
  • The purpose of this study is to identify factors affecting flow state of the cooperative learning on nursing students live in convergence era. Data was collected a total of six weeks to two nursing freshman class 93 people from April to June 2015. Data were analyzed using descriptive statistics, pearson's correlation coefficients and factors affecting the flow state was used for the multiple regression with the SPSS/WIN 18.0 program. Flow state of the cooperative learning was correlated with major satisfaction and learning satisfaction. The results of major satisfaction and learning satisfaction were significant predictors with 65.4% of the variance in flow state of the cooperative learning, learning satisfaction was confirmed by the affecting factor the flow state. This presents a basis for teaching method applied to maximize the flow state.

Effect of drone's moving image on audience's flow, arousal of interest, emotional state (드론의 무빙 영상이 수용자의 몰입도, 흥미유발, 감정상태에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.313-319
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    • 2018
  • This experimental research explores the effect of drone's moving image on media audience's flow, arousal of interest and emotional state. Most previous researchers of media image effect insisted that camera movement should be abstained in order to give audience the feeling that movement of figures is in the contents story itself. and camera movement also can disturb natural viewing of audience. For the purpose of finding the effect of drone's moving image on media audience's flow, arousal of interest and emotional state, 2 groups of subjects composed of 56 university students were exposed to 2 different video clips, one with moving drone's image, the other with hovering drone's image. After this experiment, Questions which were designed to measure audience's flow, arousal of interest and emotional state were asked and analysed. This research found that subjects exposed to moving drone's image felt more interested and more positive emotional state than subjects exposed to hovering drone's image. However meaningful effect of drone's moving image on audience's flow was not found.

A New Method for Engagement Analysis in Online Game using ECG (심전도를 이용한 온라인 게임 몰입 상태 분석 방법)

  • Kim, Young-Jin;Kang, Hang-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.975-977
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    • 2014
  • 논문은 심전도를 이용하여 디지털 환경에서의 이용자의 몰입 상태를 측정하기 위한 시스템에 대한 것이다. 기본적으로 피험자에게 설문을 통하여 얻어낸 시간 단위의 몰입 여부에 대해서 측정된 심전도와의 상관 관계를 랜덤 포레스트를 이용하여 학습된 분류기를 이용하여 분석한다.

Validity and Reliability of a Korean Version of the Flow State Scale for Occupational Task (한글판 작업과제 몰입상태척도(Korean version of Flow State Scale for Occupational Task: K-FSSOT)의 타당도 및 신뢰도연구)

  • Lee, Jeong-Hoon;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.10 no.4
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    • pp.53-63
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    • 2021
  • Objective : This study aimed to develop a Korean version of the Flow State Scale for Occupational Task (K-FSSOT), to measure the level of a flow experience of a subject in occupational therapy activities. Methods : To develop a measure of K-FSSOT, validity and reliability were verified through a systematic development process. The validity was verified by calculating the content validity index (CVI) through the content validity of 10 occupational therapists and a question-and-answer survey of 20 patients. Reliability was verified by investigating the internal consistency and examination-re-test reliability of 33 patients. Results : The item-CVI for each question in the content feasibility study was .90 to 1.00, and the scale-CVI, which is the average of the whole item, was found to be appropriate at .97. The verification of reliability indicated that the intrinsic value of the entire question was high at .855, and the test-retest reliability value was high at .894 (p<.01), showing a high correlation, and very high reliability. Conclusion : K-FSSOT could be used as a useful tool to measure the level of a flow experience of the target in performing occupational therapy activities for occupational therapists concerned about the participation and flow experience of the target.

The Effect of Team Process on Organizational Commitment : Mediating Effects of Members' Affect State (팀프로세스가 조직몰입에 미치는 영향: 구성원의 정서상태 매개효과를 중심으로)

  • Youn, Joo-Yong;Jung, Ki-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.146-156
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    • 2020
  • The purpose of this study was to verify the effect of team process and affect state on members' organizational commitment. To this end, a valid questionnaire was received from 241 employees working at a company, and the collected questionnaire analyzed the relationship through regression analysis. As a result, we found that all of the team process factors - the conversion process, the execution process, and the interpersonal process - had a meaningful positive effect on organizational commitment. The conversion process had a positive effect on positive-activity and positive-inactivity - which is the types of the members' affect state. The interpersonal process had a positive effect on positive-activity and positive-inactivity, and negative effect on negative-inactivity and negative-activity. And the positive-activity had an intermediation effect on the relationship between team process and organizational commitment. Through this study, the significance of this study can be found in that it suggested the importance of building and managing the team process in order to maximize the efficiency of human resource management in the organization and improve the team effectiveness.

A Study on the Effect of Convergence Career Management Systems on Job Engagement and Career Commitment (융합경력관리시스템이 직무몰입과 경력몰입에 미치는 영향에 관한 연구)

  • Kim, Hyeon Young;Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.6 no.5
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    • pp.23-31
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    • 2015
  • The aim of this study is to show how much career management system of hospital affect the psychological state and career effectiveness for hospital employees. The research was dealing the issues about hospital's career management system which affect organizational engagement. Moreover, these psychological factors have to be analyzed in the relation of career effectiveness. Finally, based on the analyzed results, this study has provide useful information for hospital management to establish efficient and productive human resources-management measures in therms to increase in organizational engagement and career commitment of employees as well. Questionnaires were distributed to employees who are working in hospital located in Seoul city. We found that career management support systems have a significant effect on job engagement. In addition, job engagement influences significantly career commitment. Conclusion and implications are discussed.

Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.23-34
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    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

디지털스토리텔링-몰입을 유도하는 스토리텔링

  • Bae, Ju-Yeong
    • Digital Contents
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    • no.3 s.154
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    • pp.56-58
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    • 2006
  • 콘텐츠를 만드는 사람들은 늘 콘텐츠를 사용하고 즐기는 유저들이 그 콘텐츠를 손에서 놓을 수 없는 상태가 되기를 원한다. 일상적 시간을 떠나 콘텐츠의 시간속에 녹아들어, 자신의 일상을 콘텐츠의 일부로 만들기를 꿈꾼다. 콘텐츠를 몇 번이나 반복해서 즐기고, 콘텐츠를 위해 자신의 시간을 투자하고, 더 나아가서 돈을 소비하게 되기를 기대하는 것이다. 이른바 콘텐츠에의 몰입이다. 몰입을 유도하는 스토리텔링에 대해서 2회에 걸쳐 알아본다

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Estimation Method of User's Gameplay Skill Level through the Performance of Gameplay Status (게임플레이 상태의 성과를 통한 게임숙련도 평가방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.21-32
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    • 2017
  • Computer games must keep the user immersed for fun. According to the immersion theory, maintaining the user's immersive state requires a continuous balance of game skill level and game difficulty level This study proposes a game skill estimation method of 9th grade that can be applied to a casual action game that can assume a zero-sum game, and additionally proposed a difficulty guessing method. The proposed methods can be implemented quickly and easily because it is a method determining by conditional mathematical expressions. Experiments on the accuracy of the proposed methods for the customized Pac-Man game show that the accuracy of the skill level was 1.2 grade as the difference on the average and the accuracy of the game difficulty level was 1.81 grade the difference on the average. The results show that the proposed methods are accurate enough to be applied to casual action games satisfying the zero-sum condition.

Theory Review for Understanding Flow Experience in Occupational Therapy (작업치료에서 몰입경험 이해를 위한 이론적 고찰)

  • Lee, Jeong-Hoon;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.10 no.3
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    • pp.71-81
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    • 2021
  • Introduction : The purpose of this article was to introduce the theory of flow experience to occupational therapy for various therapeutic interventions to improve the subject's physical function, activity, and participation. Review : To understand the flow experience in occupational therapy, this study summarized the concept and characteristics of the flow experience, the stages and the scientific characteristics of the brain, measurement methods, and related studies through a review of domestic and foreign literature. In occupational therapy, the subject's flow experience can be defined as 'a psychological state in which the subject is completely flow in the therapeutic activity he is doing while forgetting the passage of time'. Subjects perceived a clear goal for the task and experienced engagement when the challenge was balanced with a high level of skill. In a previous study, positive changes in attention and concentration, executive function, upper extremity function, and performance of daily living activities were confirmed in subjects who encountered the flow experience. Conclusion : If the subject's flow experience in various therapeutic interventions in domestic occupational therapy is considered, the treatment effects will be further promoted.