• Title/Summary/Keyword: 몰입요소

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Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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Use of Long Take in The Film <The Graduate> : Focused on Mise-en-Scène (영화 <졸업>에 나타난 롱테이크의 이용 : 미장센을 중심으로)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.143-155
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    • 2012
  • The research was started out of curiosity for what made 's fast and trilling pace possible although it is an old movie. The center of what made it possible was its use of the Long Take - Long Take was used in all of the scenes and in some cases only long take was used. What is interesting is the film maker's use of various cinematic techniques to prevent the scene from being too slow and keep the audience immersed in the characters. In one shot, acting in addition to Mise-en-Sc$\grave{e}$ne were used to provide psychological immersion of character and scene. The use of Long Take, with the exception of some intentional scenes, was difficult to notice without conscience observation. All the components that make up Long Take. camera walking and lighting as well as actor's dialog and performance and scene movement all beautifully came together. The Long Take is generally replaced by many different sort shots. However, Mike Nichols clearly demonstrates the benefit of Long Take. In the movie, the general aesthetics from the use of Long Take is slightly altered for a different purpose. The specific methods and effects used in the application of Long Take is the subject of this study.

The Research on the Effects of the Transformational Leadership on Organizational Effectiveness: on the Moderating Effects of Personal Thinking Type- (변혁적 리더십이 조직효과성에 미치는 영향에 관한연구 -개인 인지사고 유형의 조절효과를 중심으로-)

  • Lee, Sung-Choon
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.337-348
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    • 2017
  • The Army tried to settle the mission command in army command system in 1999 but still not be settled. One of the reason is the absence of practical plans of mission command. The purpose of this study is to find out the moderating effects of personal thinking type to the impact on organizational effectiveness about the impact on organizational effectiveness on sub factors the transformational leadership The main results of this study are as follows. <H1> The charisma and the personal considerations of sub factors of transformational leadership effected positively(+) on the job satisfaction, the charisma effected positively(+) on the organizational commitment. But There was no statistically significant influence on the personal considerations and the effort advocacy <H2> In the result of the moderating effects, in accordance the of a person's each cognitive processing traits is high and low, on the transformational leadership turned out to be a gap in the influence show the difference in organizational effectiveness.on the organizational effectiveness. This results suggest the following. The first. The military group regard highly commandand and discipline. so, the charisma of a superior is that a big impact on organizational effectiveness. The second, For the mission command is to become established in the army, It suggest that need to explore of sub factors of the mission command and need to consider of personal traits with the mission command.

Identifying the Latent Group in the Patterns of Academic Stress and Smartphone Addiction Tendency with the Factors Affecting the Group Identification (대학생의 학업스트레스와 스마트폰 중독 경향성에 따른 잠재집단탐색 및 관련 변인들의 영향력 검증)

  • Lee, Chaeyeon;Uhm, Jeongho;Kang, Hanbyul;Lee, Sang Min
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.221-235
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    • 2020
  • This study identified the latent groups according to smartphone addiction tendency and examined the factors affecting the latent group identification. The best-fitting LCA solution had three classes. The first group was 'non-academic stressed group, immersed in smartphone' It was characterized low scores on academic stress and average scores on smartphone addiction tendency. The second group was 'medium level academic stressed group, immersed in smartphone' which scored slightly above average in academic stress and smartphone addiction tendency. The third group was 'medium level academic stressed group, non-immersed in smartphone'. It showed higher scores than average in academic stress, but students with far lower scores in smartphone addiction tendency. Logistic analysis result showed that gender and grade were significant. This study is meaningful in analyzing academic related variable(academic stress) and mental health related variable(smartphone addiction tendency) to classify the groups according to patterns between the two variables and suggest appropriate intervention for each group in a convergence way.

A Study on the Factors Influencing Crowdfunding by Shared Value and Communication (가치공유와 커뮤니케이션이 크라우드펀딩 참여의도에 미치는 영향에 관한 연구)

  • Yu, Yun-hyeong;Choi, Myung-gil
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.5
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    • pp.113-127
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    • 2020
  • Based on the social exchange theory and innovation diffusion theory, this study is to identify the correlation between factors influencing investor's funding intention in crowdfunding and to analyze moderating effect of trust in the relationship of shared value, communication and individual innovation. The purpose of this study is to consider the funding trends of crowdfunding investors from a personal point of view through the results of the study and to help fundraiser of crowdfunding establish specifically strategies for financing. In order to conduct empirical analysis, an online survey was conducted on people who had participated in crowdfunding, and a total of 228 questionnaires were collected and a total of 186 responses were finally analyzed, excluding outliers. For data analysis, structural equation model analysis was conducted using SPSS 26.0 and Smart PLS 3.0. The results of this study showed that shared value in the relationship between fundraiser and investors has a significant effect on the perceived risk. High level of communication between fundraiser and investors showed positive effects on the level of commitment of the crowdfunding project and the innovation of the individual investor. And commitment had a positive effect on the funding intention. According to the results of this research, trust has moderating effect only in relationship between shared value and perceived risk. It is significant that investors share the value of fundraiser together is a motivation factor to fund in crowdfunding and an opportunity to recognize the risk. Through this study, it is expected to utilize them in establishing strategies for start-ups and marketing plans to raise funds through crowdfunding and to empirically identify factors influencing the funding intention through individual levels of crowdfunding investors.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Influence of 3D Characteristics Perception on Presence, and Presence on Visual Fatigue and Perceived Eye Movement (3D 영상 특성 인식이 프레즌스, 그리고 프레즌스가 시각 피로도와 인지된 안구운동에 미치는 영향)

  • Yang, Ho-Cheol;Chung, Dong-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.60-72
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    • 2012
  • After the movie "AVATAR" became a good model of cash-cow in 3D movie, the profit of 3D-movie significantly reduced. One of the reasons why it happens comes from rare understanding of human factors for instance how viewers get immersed, but sometimes tired. Although 3D images should be more considered human visual system including eye, unfortunately most communication research ignored human factors. For those reasons this study observed the effect of 3D video on viewers' psychological response, especially for perceived eye movement, perceived characteristics, visual fatigue, and presence. With 90 participants, the results show that viewers' perceived feature effects on their presence. In detail, first, materiality and tangibility are more important factors than clarity in 3D video, and it means that when making 3D content or devices, materiality and tangibility should be considers that any other factor. Second, this study examined whether we perceive our eyes as media, and the result shows that as viewers' presence level became higher we perceive eye movements more, and as viewers' presence level became higher perceived visual fatigue became lower. This result means that when we move eyes, we interact with surrounded environment, so 3D content needs to provide vivid features to be more interactive. On the other hand, since level of presence increase visual fatigue, it must be balanced when producing and playing.

A Study on Relationship between Service Orientation, Employee Satisfaction, Customer Orientation and Business Performance of Liner Shipping Company (정기선사의 서비스지향성, 종업원의 만족 및 고객지향성, 기업성과의 관계에 관한 연구)

  • Song, Dae-Kil;Shin, Han-Won;Choi, Young-Ro
    • Journal of Korea Port Economic Association
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    • v.25 no.2
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    • pp.25-56
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    • 2009
  • The purpose of this study is to analyze the components and to verify the relationship between service orientation, employee satisfaction, customer orientation and business performance of liner shipping company. In order to achieve the purpose of this study, literature survey related to service orientation, employee satisfaction, customer orientation and business performance was carried out and took a empirical analysis by the use of questionnaire method for employees in liner shipping company. The final results and conclusions are as follows; Service orientation of liner shipping company is a major element which has an effect on employee satisfaction. It has also effect on employee's dedicational attitude to achieve company's goal with pride on their duty and organization. In addition to, the relationship between service orientation, employee satisfaction, customer orientation and business performance finally reach to valuable attitude related in customer's satisfaction, and then it will read up high business performance and successful attainment.

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A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Stephen Sondheim's Experiments and Strategies for Musical Fusion Style (스티븐 손드하임의 뮤지컬 융합 양식을 향한 실험과 전략)

  • Lee, Eun-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.15-23
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    • 2019
  • This paper aims to identify the characteristics implied in the process of change of Stephen Sondheim's musical style and to derive the structural communication tools that connect the creator and audience and the implications. The strategies that appear in Sondheim's musical works are the following. First, Sondheim's early musical works follow the principles of book musical and emphasize the integration faithful to the basic elements such as the rhythm and meaning of the lyrics. Second, in the era of early postmodernism, Sondheim attempts the principle of extreme deconstruction through the concept musical Company and pursues rational thought through fragmented dramatic flow. Third, while maintaining dramatic linearity to overcome the lack of immersion caused by extreme deconstruction, Sondheim realizes a more elaborate and formalized fusion style of the principles of integration and deconstruction through the choruses and the songs of the characters in Little Night Music and Sweeney Todd. Finally, Sondheim attempts multiple experiments to break down the boundaries of act and scene and to express new subject matters through his works such as Sunday Park with George and Into the Woods. In conclusion, Sondheim's fusion experiments and strategies are the process of finding a framework and a medium of communication to induce dramatic immersion of audience and at the same time create rational thinking about social problems to deliver the message of the creative work with the leading aesthetics of the modern musical's box-office success.