• 제목/요약/키워드: 몰입요소

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Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.70-80
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    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.

The Effects of Adult Attachment and Covert Narcissism on Smartphone Addiction in College Students (대학생의 성인 애착과 내현적 자기애가 스마트폰 중독에 미치는 영향)

  • Lee, Young-Chang;Kim, Namhee;Kwon, Sung-Jin;Kim, Boseong
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.103-112
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    • 2020
  • Smartphones, now a necessity for modern people, have become more than just an appliance, but an object of obsession for many. This has resulted in smartphone addiction in many modern people. However, the phenomenon of object addiction can lie beyond the problem of the object itself, varying according to the psychological characteristics of the subjects who use it. For this reason, this study aimed to examine adult attachment and covert narcissism as factors influencing smartphone addiction in college students. In order to do this subjects' level of smartphone addiction, adult attachment and covert narcissism needed to be measured on a scale of smartphone addiction, adult attachment and covert narcissism. Regression analysis was conducted with smartphone addiction set as the dependent variable and adult attachment and covert narcissism as independent variables. As a result, we observed anxiety attachment related to adult attachment and hypersensitivity/weakness of covert narcissism played roles in smartphone addiction. These findings suggest that in order to understand smartphone addiction in college students, it is important to know the psychological characteristics of our subjects.

A Study of Employee engagement on Hexagon Leadership (핵사곤 리더십이 종업원 인게이지먼트에 미치는 영향)

  • Kim, Jinwook;Chang, Youngchul;Jee, Cheoulgyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1699-1708
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    • 2013
  • A Korean Retail Company 'Homeplus' has accomplished great growth in a short period. The main factor behind it, which is Hexagon leadership, is based on the manager's experience and management philosophy. It focuses on leaders and the ability to build basic traits of leaders. The main points are organization managing foundations such as people, work, performance, management, facilitation, training and growth. It also includes specific analysis that are applicable right away on success, failure, efficiency and effectiveness of management. The important factor for hexagon leadership is that it focuses on traits of leaders than the skills. Through training, the members of the organization can internalize the six fundamentals, which create a synergy when performed together. Positive results can be found from 'Viewpoint', which is the evaluation method of the Homeplus.

Research of Convergence Character Customizing Process in Game (게임에서 캐릭터의 융복합 커스터마이징 사례 분석)

  • Ha, Ye-Jin;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.423-431
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    • 2016
  • Customizing system is known as an important factor which affects not only purchase, loyalty and immersion of the user. In this study, we explore the concept of character-customizing system in the early stage of a game; on the basis of it, we compare cases by analyzing and schematizing certain types of systems which many games stick to. Customizing system types are divided into a basic case and a differentiated convergence case; based on it, they are classified into four types: Realistic, Creation, Individual, Additional; plus, another customizing system case out of games is also analyzed. To improve customer loyalty, a system like a differentiated case that attracts user participation is essential. Through a variety of character customization convergence cases shown in this study, we expect them to be used as game production guides. By enlarging the range of the study, we expect further studies to cover more cases.

SW Process improvement and Organization Change Management (SW 프로세스개선과 조직 변화관리)

  • Kim, Seung-Gweon;Jo, Sung-Hyun;Yoon, Joong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.127-140
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    • 2013
  • We explored the relationship between the level of change awareness and deployment of software process improvement (SPI) approaches using a competing values framework. To measure awareness level of organization's change, we used DICE framework provides means for predicting the outcome of change management initiatives. The four factors for organizaton's change: duration, integrity, commitment, and effort are evaluated and a score is calculated. The DICE(R) score is used to classify projects into win, worry, or woe zones. In this paper, we apply the DICE(R) score as an independent variable to predict the outcome of a software process improvement. Our results indicated that the Organization have a higher chance of success have the better outcome in software process improvement.

The Effect of Learning Using Virtual Reality Technology on Learning Motivation (가상현실 기술을 활용한 학습이 학습 동기에 미치는 영향)

  • Kim, WooKyum;Choi, DongYeol;Kwak, SeungCheol;Kim, HeeSoo
    • Journal of Science Education
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    • v.43 no.3
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    • pp.271-283
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    • 2019
  • This study examines the effects of virtual reality learning materials on the learners' learning motivation. For this study, we developed a virtual reality learning material for geological learning that allows observation of the characteristics of rocks in Korean topography that is closely related to learning contents. A 15-hour class was conducted with 91 students using virtual reality learning materials developed for first-year science high school students in D city. ARCS learning motivation strategy was used. Pre-test was conducted before the start of the classes and post-test was conducted after the classes. Statistical processing was analyzed using R-3.5.1 version program. As a result, the utilization of virtual reality learning materials has significant effects on attention concentration, satisfaction, and confidence in the learner's motivation factors. Using virtual reality in geological classes, students' interest in learning activities improve their immersion and concentration, which helps them understand the learning contents better.

A Study of Shin Hae-Chul's Music -With focus on N.EX.T album- (신해철의 음악 연구 -넥스트 앨범의 전반적인 특징을 중심으로-)

  • Kim, Joon-Soo;Cho, Tae-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.212-217
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    • 2018
  • Shin Hae-Chul's music opened a new horizon in the Korean pop music market where only popular music is produced and the music of a similar genre or pattern is mainstream, which has dissolved the complaints of the public who longed for new music. He experimented with his musical potential every time he released his work, which received favorable reviews in that he raised the level of Korean pop music. To solve the unstable factors in today's pop music, it is important to appeal to the public by capturing quality work through continued studies and creative activities. In that context, the attitude of "Next" is led by the late Shin Hae-Chul, and his qualities as an artist greatly contributed to the development of Korean pop music. This indicates that if musicians strive to develop themselves, and strengthen their creative ability to make bold and new attempts, Korean pop music will lead to another fashionable "K-pop" and will open up a new horizon.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.243-248
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    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A Study on the Recognition and Development of Skin Care Subjects Using VR (VR 활용 피부미용 교과목 인식과 개발에 관한 연구)

  • Lee, Jung-Hee
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1485-1492
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    • 2021
  • In this study, in order to secure an educational environment for the development of skin beauty subjects using VR based on the learners' awareness of VR, a total of 105 learners' perception of VR, VR experience elements, and the development of VR-using skin beauty subjects, questions about general characteristics were conducted using an online questionnaire. As a result of the survey through frequency analysis, factor analysis, and correlation analysis, the higher the awareness of VR, the higher the educational performance and immersion (p<.01). It was found that awareness and interest were high (p<.001). As for the correlation, the higher the VR-using skin care experience factor, the higher the perception of VR-using skin beauty course development. Therefore, it was confirmed that it is necessary to develop and educate skin beauty subjects using VR in line with learners' expectations and the 4th industrial revolution era. Therefore, in follow-up studies, it is considered that it is necessary to develop and operate VR-based skin beauty subjects.