• Title/Summary/Keyword: 몰입요소

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The effect of sports participation on leader effectiveness and subordinate outcomes: Focused on the military organization (스포츠 참여가 리더 효과성 및 구성원 직무수행에 미치는 영향: 군 조직을 중심으로)

  • Byun, Gukdo;Na, Yoonseon;Lee, Soojin;Ku, Heegon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.331-345
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    • 2018
  • Sports participation can contribute to organization members' work-life balance and work motivation in order to increase performance. Based on the achievement motivation theory, this study tested the effect of sports participation on leaders' effectiveness and employees' performance. Data was collected from 213 leaders and subordinates in the South Korean army. Results indicated that leader effectiveness mediated the positive relationship between sports participation of leaders and subordinates' outcomes, such as task performance and OCB. We also found that sports participation of subordinates moderated the positive relationship between leader effectiveness and subordinates outcomes (i.e., task performance and OCB). These findings further suggest that sports participation plays an important role for leaders and subordinates to increase leader effectiveness and in/extra-role behaviors.

An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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Sensing and Control Virtual Environment Using Zigbee Sensor Technology (지그비 센서를 활용한 가상현실 제어)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.243-247
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    • 2007
  • User interface is one of important factors to enhance one's presence in virtual reality systems. Due to the performance improvement of hardware, the virtual reality system is extensively utilized in games, broadcastings, educations, cultural contents, and so on. And, it is enlarged the necessity for researches on mobile interface to control the virtual reality system guaranteeing user's unrestricted movement. In this paper, we present a mobile interface, ZA sensor which is constructed with a Zigbee module and a Accelerometer to control the virtual environment. And, we propose a method of constructing the virtual reality system using the ZA sensor as a input device and practical applications of the system.

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The Effects of Leader's Ethical Leadership on Organization Citizenship Behaviors in the Public Libraries (공공도서관 상급자의 윤리적 리더십이 조직시민행동에 미치는 영향)

  • Lee, Hyun-Joo
    • Journal of Korean Library and Information Science Society
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    • v.47 no.1
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    • pp.71-97
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    • 2016
  • This study aimed to make an empirical investigation into the effects of supervisor's ethical leadership in a public library on its members' organization citizenship behaviors. While a number of studies on the associations between ethical leadership and organization citizenship behavior were carried out in other areas, such studies have been very few in the area of library. In this context, this study hypothesized and verified the relationship between ethical leadership and organization citizenship behaviors in the area of library. As a result of empirical analysis, it was found that ethical leadership has positive (+) effects on conscientiousness, courtesy, and sportsmanship among the components of organization citizenship behaviors. This demonstrates the importance of ethical leadership, and suggests the necessity for further extensive studies that investigate the effects of ethical leadership on members' organizational commitment and job satisfaction, through the input of diverse variables.

Interactive Simulation between Rigid body and Fluid using Simplified Fluid-Surface Model (간략화된 유체 표면모델을 이용한 강체와 유체의 상호작용 시뮬레이션)

  • Kim, Eun-Ju
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.323-328
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    • 2009
  • Natural Phenomena are simulated to make computer users feel verisimilitude and be immersed in games or virtual reality. The important factor in simulating fluid such as water or sea using 3D rendering technology in games or virtual reality is real-time interaction and reality. There are many difficulties in simulating fluid models because it is controlled by many equations of each specific situation and many parameter values. In addition, it needs a lot of time in processing physically-based simulation. In this paper, I suggest simplified fluid-surface model in order to represent interaction between rigid body and fluid, and it can make faster simulation by improved processing. Also, I show movement of fluid surface which is come from collision of rigid body caused by reaction of fluid in representing interaction between rigid body and fluid surface. This natural fluid-surface model suggested in this paper is represented realistically in real-time using fluid dynamics veri similarly. And the fluid-surface model will be applicable in games or animation by realizing it for PC environment to interact with this.

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Cauterizing Effect Animation for Virtual Surgery Medical Simulation (가상 수술 의료 시뮬레이션을 위한 소작 효과 애니메이션 기법)

  • Lee, Jeong-Jin;Lee, Ho;Kye, Hee-Won
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1175-1181
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    • 2011
  • Practice education using virtual medical simulation has been recently introduced to maximize the learning efficiency in clinical environment. Specially, in minimally invasive surgery, the necessity of virtual surgery medical simulation has been substantially increased. Since cauterizing effect occurred frequently in minimally invasive surgery has been represented by simple bleeding, realistic cauterizing effect animation has not been proposed yet. In this paper, we propose realistic real-time cauterizing effect animation. Proposed method changes the individual element of each vertex color of the mesh and uses sigmoid function to impose weights for the smooth color change inside the valid mesh region so that the results of cauterizing effect animation was realistic. In addition, by proposing cauterizing color buffer, overlapped cauterizing effects can be realistically represented. Proposed method greatly improves the sense of the real and absorption in virtual surgery medical simulation so that the education efficiency of doctors and students using medical simulation can be maximized.

3DImmersion Type Virtual Environment System : Training Interruption-free Live-Line Workers (무정전 활선작업 피교육자를 위한 3차원 몰입형 가상환경 교육시스템의 개발)

  • 정영범;박창현;김기현;장길수
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.1
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    • pp.22-30
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    • 2004
  • As an information-oriented society comes, many people use PC and depend on database that network server has. However, the online data can be missed when a blackout happens and also a power failure effects on standard of judgment on Power Quality. Thus, it is reason of a trend using interruption-free live-line work when a trouble happens to power system. However, the 83% among the number of people who receive an electric shock experience when a laborer is doing interruption-free live-line works. In interruption-free method, the education and the training problem has been issued. However, we have a few instructors for that training. Furthermore, the trainees have short training period, just 4 weeks. In this paper, to develope the method that has no restriction of a time and place and reduce the wasteful materials, immersion type virtual reality(or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by doing same action in the real safe environment. Thus, it can be valuable to apply this training system to a dangerous work like as "Interruption-free live-line work exchanging COS(Cut-Out-Switch)". In this program, the user works with a instruction on the window and speaker and can't work other tasks until each part of the task completed. The workers using this system can use their hands and viewpoint movement as he is in a real environment but the trainee can't use all parts and senses of a real body with the current VR technology. Despite of this weak point, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has a high potentiality.

Adaptive Keyframe-Based Tracking for Augmented Books (증강 책을 위한 적응형 키프레임 기반 트래킹)

  • Yoo, Jae-Sang;Cho, Kyu-Sung;Yang, Hyun-S.
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.502-506
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    • 2010
  • An augmented book is an application that augments such multimedia elements as virtual 3D objects generated by computer graphics, movie clips, or sound clips to a real book using AR technologies. It is intended to bring additional education and entertainment effects to users. For augmented books, this paper proposes an adaptive keyframe-based page tracking method to estimate the camera's 6 DOF pose in real-time after recognizing a page and performing wide-baseline keypoint matching. For a page tracking, proposed method in this paper chooses a proper keyframe and performs a tracking in two step of coarse-to-fine stage. As a result, the proposed method in this paper guarantees a robust tracking to view-point and illumination variations and real-time.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

A Study on Building Plan for Smart Guide Services Using Augmented Reality (증강현실을 이용한 스마트 가이드 관람 서비스 구축 방안)

  • Choi, Hun;Yoon, Young-Doo;Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.11
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    • pp.2723-2728
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    • 2013
  • Due to the popularity of smart phones based on personal propensities and individual lifestyle changes customerized services is increasing interest in the individual. The system for personalized services make a difference in the public institutions, museum of science and history. In particular, museums and art galleries have a common motivation which is sightseeing. Museum for the history and science education a national purpose that is put, unlikely art gallery. Museum of science and History, unlike the theme parks have a combination of entertainment and education as a public institution is a large consensus. In order to achieve this objective, exhibits raise a sufficient commitment to and the exhibits should be described by age. Using augmented reality combined with effective entertainment and education measures, we propose the effective smart guide service strategies for museum.