• Title/Summary/Keyword: 몰입자

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A Study on the Factors of Business to Business Relationship Marketing in Wine Supplier and Food Service Firm Relationship (와인공급업체와 외식업체간 B2B 관계마케팅 요인에 관한 연구)

  • Jeon, Hyeon-Mo
    • Culinary science and hospitality research
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    • v.16 no.3
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    • pp.188-204
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    • 2010
  • This research aims at finding relationship marketing factors that have positive effects on customer long-term orientation concerning wine purchasing personnels of domestic dinging companies such as sommeliers and managers. By figuring out the qualities of relationship such as the roles of trust and commitment while long-term orientation is being developed, it also tries to help wine suppliers which have been having a hard time due to domestic market recession and tight competition develop marketing strategies for promotion. A survey of wine purchasing personnels and sommeliers who work for fine dining restaurants, casual dining restaurants and wine bars was conducted for 30 days from Jan. 15, 2010 to Feb. 13, 2010. The statistical packages of SPSS 15.0 statistical package and AMOS 7.0 ver were used to perform frequency analysis, reliability test, confirmatory factor analysis, and path analysis. The result shows that among relationship marketing factors, communication and seller expertise have a positive impact on long-term orientation through trust and affective commitment.

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A Study on the Effectiveness and Relationship Between Servant Leadership and Intrinsic Motivation -The Focus of Service Enterprises- (서번트 리더십(Servant Leadership)과 내적 동기간의 관계 및 그 효과성에 관한 연구 -서비스업체를 중심으로-)

  • Jang, Jun-Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.6 no.3
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    • pp.61-84
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    • 2011
  • This study tested the relationship between servant leadership and intrinsic motivation. And, the mediating role of intrinsic motivation between servant leadership and individual performance was also investigated. Based on related theory and literature review, 4 hypotheses were developed and tested. Questionnaires were distributed to 280 employees of 3 service enterprises. Among returned questionnaires, 214 samples were used for empirical study. According to results, listening behavior of supervisor had significant positive effects on intrinsic motivation of subordinate. But, sympathy behavior and service behavior of supervisor had no significant effects on intrinsic motivation of subordinate. Also, intrinsic motivation of subordinate had significant positive effects on job satisfaction and organization commitment. Finally, the results suggest that intrinsic motivation mediate the relationship between servant leadership and individual performance. The mediating role of intrinsic motivation between servant leadership and individual performance was partly or fully supported. Implications and directions for future research are discussed in conclusion.

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Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

The effect of rewards on developing right user attitudes of elementary school children (보상이 초등학생의 게임 사용 습관에 미치는 영향)

  • Kim, Young-Joo;Kim, Hea Jin;Lee, Jung-Nyun;Whang, Mincheol
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.27-34
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    • 2017
  • The study is to drive right users' attitude of internet and smart phones by providing the rewards. It consisted of 4 different types of no compensation, praise card, achievement sticker and cash and its effect on user's behavior was statistically tested. 24 children in grades four through six participated in the study. The task in this study was game of mathematical calculation. The subjective satisfaction about the reward and heart response during the game task were measured. As the results, inactivation of sympathetic and parasympathetic was observed in the case of no compensation while activation in the case of praise card. Therefore, the praise card was observed in greater commitment and satisfaction than the other rewards. The difference between non-compensation and compensation was significant in the subjective satisfaction, but not difference between compensations.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

Proposal for the use of interactive multimedia art for rehabilitation exercise in early dementia patients : focusing on the program Isadora® (초기 치매 환자의 재활 운동을 위한 인터랙티브 멀티미디어 아트의 활용 제안 : 프로그램 Isadora®를 중심으로)

  • Kang, Hyun-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.559-565
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    • 2020
  • The study intends to use interactive multimedia art performances for rehabilitation exercises for patients with early dementia. The interactive performance is completed by communication and participation of the performer on the stage and the dementia patient, who is the audience, and through this process, the dementia patient performs efficient rehabilitation exercises with interest and immersion. For the study, the characteristics of early dementia patients and effective exercise methods are examined, and a program map is constructed so that the patient's performance viewing leads to participation and leads to rehabilitation exercises. Movements and sounds generated by the audience's participation are converted into MIDI signals of Sound Level, Pitch, and Velocity to become a performance that controls music and video in real time. Through this, the patient will be immersed in the rehabilitation exercise with interest and will be able to have a sense of accomplishment as a participant in the performance. In addition, this study has the significance of expanding the area through various uses and applications of interactive multimedia art.

An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment (가상현실 운전 시뮬레이션 게임의 사용자 경험과 운전 태도에 대한 실험연구)

  • Bae, Jae-Han;Kim, Jae-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.7-18
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    • 2015
  • This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.

Analysis of Gaze Related to Cooperation, Competition and Focus Levels (협력, 경쟁, 집중 수준에 따른 시선 분석)

  • Cho, Ji Eun;Lee, Dong Won;Park, MinJi;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.281-291
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    • 2017
  • Emotional interaction in virtual reality is necessary of social communication. However, social emotion has been tried to be less recognized quantitatively. This study was to determined social gaze of emotion in business domain. 417 emotion words were collected and 16 emotion words were selected to Goodness of Fit. Emotion word were mapped into 2 dimensional space through multidimensional scaling analysis. Then, X axis defined dimensions of cooperation, competition, and Y axis of low focus and high focus through the FGD. 52 subjects were presented to stimuli for emotion and gaze movement data were collected. Independent t-test results showed that the gaze factor increased in the face, eye, and nose areas at cooperation, and the gaze factor increased in the right face and nose areas at the low focus. It is expected that this will be used as a basic research to evaluate emotions needed in business environment in virtual space.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

A Study on the Co-Relation of Organizational Culture and Organizational Commitment Among Startup Companies Employees (신생기업 임직원들의 조직문화와 조직몰입의 상관관계에 관한 연구)

  • Bokhari, Syed Asad Abbas;Aftab, Muhammad;Shahid, Manzoor
    • Industry Promotion Research
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    • v.6 no.4
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    • pp.95-103
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    • 2021
  • Startup enterprises are expanding at an alarming rate in both industrialized and developing countries simultaneously. Many difficulties confront young entrepreneurs in terms of organizational and human resource management. As a result, it is critical to research startup enterprises because they have received little attention from the scientific community. In this study, we solely considered new startup enterprises operating at the small and medium-sized enterprise (SME) level in a developing country (Pakistan). The information was gathered through a survey method from ten businesses located in the metropolitan metropolis of Lahore. The correlation analysis was conducted to determine whether or not the hypothesized relationship between research variables was true. We discovered a positive and statistically significant association between all of the proposed hypotheses. The findings of this study have significant implications for industry, academics, and policymakers.