• Title/Summary/Keyword: 몰입요소

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A TV Viewer's Modality-based Searching System Designed for Running on TV Set (시청자의 TV 시청 행태를 고려한 멀티미디어 디지털 방송데이터 방송 표준 기반의 TV상 검색 서비스)

  • Ko, Kwang-Il
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.291-298
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    • 2010
  • Although searching service is popularized in the PC-based internet environment, it is not (or rarely) supported on TV, which is the major multimedia equipment in the living room. Several trials are made to port established PC-based searching systems onto TV-set but failed to get popularity among viewers as they did not consider the viewers' modality. Operating the searching system should not disturb viewers in watching TV (for example, TV screen should not be (even partially) covered by the searching system's graphics) and the number of pushing the remote controller's buttons should be minimized so that viewers can keep watching TV without glancing at the searching system's graphics. In this paper, the author introduces a new searching system running on TV-set, which is designed to reflect properly the viewers' modality. The searching system is also compatible with the data service standard adopted by the domestic broadcasting networks so that it can be easily implemented by them.

A Study on the Influence of Transformational leadership on the Job satisfaction, Organizational commitment and Innovational behavior (변혁적 리더십이 직무만족, 조직몰입 및 혁신행동에 미치는 영향에 관한 연구)

  • Hong, Oung-Sik;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.10
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    • pp.3707-3720
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    • 2010
  • This research is about evaluate how leadership is influence the organizational effectiveness through the process. Process is set sub factors of transformational leadership as independent variable, set sub factors of organizational effectiveness as dependent variable, and set trust as relationship between members of organization for leader in relationship between most important person at organization(work place) and work, also, set self efficacy as relationship between members of organization and work to find out how these two elements are working. As result of research, all of sub factors of independent variables are effect on trust, then trust is positive effect on organizational effectiveness. However, all of the sub factors of transformational leadership didn't give meaningful effect on self efficacy. However, trust is effect on self efficacy, and as a result, self efficacy is positive effect on every sub factors of organizational effectiveness.

The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

A Convergence Study on the Organizational Diagnosis of Public Health Center using Six-Box Model (Six-Box model을 이용한 보건소 조직진단에 관한 융합연구)

  • Lee, Young-Ju;Kim, Chang-Gyu;Lee, Bo-Woo
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.55-61
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    • 2020
  • This study was conducted to identify the organizational commitment to health centers in the city of G from September 1, 2018 to September 29, 2018, and empowerment, which is the output of the organization, and to examine organizational diagnosis using the Six-Box Model. In the organizational diagnosis of the health center using the Six-Box Model, the support area was 3.62 points, and the attitude toward change was 3.62 points, which was higher than other areas. In the organizational diagnosis according to gender, the scores of women were higher in males than in males. In the organizational diagnosis according to the type of jobs, the purpose, relationships, rewards, and area scores of nursing jobs were higher than those of other types of jobs. In the future, the public health center is a public institution that provides health administration and medical services to residents of the community, and it is necessary to improve the capacity of the organization through continuous health center organizational diagnosis.

VR Threat Analysis for Information Assurance of VR Device and Game System (VR 기기와 게임 시스템의 정보보증을 위한 VR 위협 분석)

  • Kang, Tae Un;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.437-447
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    • 2018
  • Virtual Reality (VR) is becoming a new standard in the game industry. PokeMon GO is a representative example of VR technology. The day after the launch of PokeMon Go in the U.S, It has achieved the highest number of iOS App Store downloads. This is an example of the power of VR. VR comprises gyroscopes, acceleration, tactile sensors, and so on. This allow users could be immersed in the game. As new technologies emerge, new and different threats are created. So we need to research the security of VR technology and game system. In this paper, we conduct a threat analysis for information assurance of VR device (Oculus Rift) and game system (Quake). We systematically analyze the threats (STRIDE, attack library, and attack tree). We propose security measures through DREAD. In addition, we use Visual Code Grepper (VCG) tool to find out logic errors and vulnerable functions in source code, and propose a method to solve them.

Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

Development of VR Fire-extinguishing Experience Education Contents Using UX Design Methodology (UX 디자인 방법론을 적용한 VR 소방체험 교육콘텐츠 개발)

  • Chung, Yoo-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.222-230
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    • 2017
  • The Ministry of Public Safety and Security plans to expand fire safety education infrastructure to provide customized fire safety education, spread fire safety culture and develop a tailored fire safety education system as a part of the 2016 Citizens' Safety Improvement Policy. This study has also been designed to improve safety problems in the Republic of Korea. Even though safety education has been given, citizens aren't still able to experience a close-to-real situation. In addition, their understanding and satisfaction with the curriculum are very low. Therefore, this study offers VR fire-extinguishing experience education contents as an effective alternative. With a goal of having the participants experience fire extinguishing and evacuation drill in a virtual space, this program has the following advantages: i) safe fire-extinguishing experience; ii) UI to create fun ; iii) useful in fire-extinguishing education; iv) budget saving. we configure the VR fire experience system structure and hardware by applying UX design methodology. We also develop for VR-specific motion recognition plug-in and controller that can be feeling in HMD environment.

Analysis of Communicative Features in an Excellent Elementary English Class Using COLT and TALOS (COLT와 TALOS 활용 동영상 분석으로 살펴본 우수 초등영어수업의 의사소통성 양상)

  • Yoo, Hee-yeon;Kim, Jeong-ryeol
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.269-279
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    • 2018
  • The purpose of this research is to investigate how an elementary English class is presented in terms of communicative properties using COLT and TALOS because previous studies mainly used COLT. A lack of TALOS has shown on the previous studies. Also, this study takes a close look into whether the English class is communicative or not communicative since previous studies criticized in that elementary English classes are not communicative. For the purposes of this research, COLT part B and TALOS low-inference were used to analyze one elementary English class which had won the grand prize at English class contest. The result of this study revealed that the class is communicative in terms of high quantity and quality of students utterances, high ratio of students' discourse initiation, students' unpredictable information giving utterances and extension of utterances. Findings from this study revealed the good elementary English class characteristics of this class: students' participation, focus on affective atmosphere, students-directed activities, and unconscious internalization of target expressions through repetition.

Organizational Effectiveness of Police Officers for the Maintenance of Public Order (사회질서 유지를 위한 경찰공무원의 조직효과성)

  • Jo, Ho-Dae;Cho, Min-Sang
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.764-773
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    • 2011
  • Modern police activity is achieved than individual achievement by police officers through member's interaction. It is police's goal which protect citizen's life and body, property and is public order maintenance and to achieve this, suitable police official's selection and public official upgrading the quality and capacity strengthening are important element. But, polices organization has characteristic that do activity by team, and therefore, mutual cooperation of police officers is important first of all for public order preservation. Therefore, this study limited as patrol police officers and investigated realization difference about organizational effectiveness for public order maintenance. Analysis result, realization of organizational effectiveness appeared difference according to sex, age, area, police departments, class, period.

The Existence of Implicit Frames in VR Movies (VR 영화에서 암묵적 프레임의 존재)

  • Kim, Tae-Eun
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.272-286
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    • 2018
  • VR movies form a relationship with the audience in completely different ways from general movies with their screen. In VR movies, the audience becomes the camera and also the subject of the camera viewpoint, which raises a need for a frame theory unique to VR movies to examine the first person viewpoint and replace the edition of frames to deliver a narrative. In VR movies, the frames delivering a narrative are not revealed and perform the symbolic narrative function, thus being called "implicit frames." The study discussed their related theoretical backgrounds including Russian Ark made in the one shot, one cut method by Alexander Sokurov, off-screen elements, and the Fourth Wall. In VR movies, the audience gets immersed in the narrative based on their paradoxical dilemma, which means that they exist in reality but are absent on screen at the same time, and experiences hyper-reality. In VR movies, space has a couple of attributes including the blocking of eyeline to move it and telepresence to tie up presence between reality and virtuality.