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Designing learning service in real life contexts using smart device - focused on science learning - (스마트 디바이스를 활용한 일상생활 속 맥락 기반의 학습 서비스 디자인 - 과학 학습을 중심으로 -)

  • Choi, Hojeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.4
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    • pp.151-167
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    • 2015
  • This research suggests scenarios of learning in real life contexts with smart devices and provides user interface prototypes to show their characteristics more effectively. For this, literature review was conducted to understand the strength and limitations of current learning in which real life contexts are used. Then, the characteristics of smart devices as a support tool of learning service was reviewed. With such understand, a user research was executed to establish 10 design guidelines for learning service in real life contexts. Finally, this paper suggested two scenarios that shows learning in real life contexts as case studies and their detailed user interface protypes.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

Effect of the Organization's Autonomous Working Environment and Trust among Members on Workers' Job Immersion (조직의 자율적 근로환경과 구성원 간 신뢰가 근로자의 직무몰입에 미치는 영향)

  • Eun-Soo Han;Jong-Hyeon Hwang;Dong-Hyung Lee
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.46 no.2
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    • pp.13-21
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    • 2023
  • In the recent era of the fourth industrial revolution, many industries aim to maximize the efficiency of products and services by introducing cutting-edge technologies such as artificial intelligence and big data. In this situation, organizational culture is changing a lot due to the influx of the MZ generation with strong individualistic tendencies and the decreased face-to-face communication between members. However, active communication with colleagues is still essential to maximize performance, and the margins created by simplifying work processes and automating processes must be used for creating work performance. This requires cooperation and commitment through the job immersion of members who have an active attitude. This study analyzed how the organization's autonomous work environment and trust among members, which are creative work performance conditions, affect job immersion using raw data from the Occupational Safety and Health Research Institute. As a result, it was found that both the organization's autonomous working environment and trust among members significantly effected the members' job immersion. in order to achieve productivity and value improvement in companies, efforts are needed to increase workers' job immersion by building an autonomous working environment and trust among members. The results of this study are expected to contribute significantly to the search for ways to increase workers' job commitment to improve organizational productivity.

Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.79-86
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    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.

Multi-Label Classification for Corporate Review Text: A Local Grammar Approach (머신러닝 기반의 기업 리뷰 다중 분류: 부분 문법 적용을 중심으로)

  • HyeYeon Baek;Young Kyun Chang
    • Information Systems Review
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    • v.25 no.3
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    • pp.27-41
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    • 2023
  • Unlike the previous works focusing on the state-of-the-art methodologies to improve the performance of machine learning models, this study improves the 'quality' of training data used in machine learning. We propose a method to enhance the quality of training data through the processing of 'local grammar,' frequently used in corpus analysis. We collected a vast amount of unstructured corporate review text data posted by employees working in the top 100 companies in Korea. After improving the data quality using the local grammar process, we confirmed that the classification model with local grammar outperformed the model without it in terms of classification performance. We defined five factors of work engagement as classification categories, and analyzed how the pattern of reviews changed before and after the COVID-19 pandemic. Through this study, we provide evidence that shows the value of the local grammar-based automatic identification and classification of employee experiences, and offer some clues for significant organizational cultural phenomena.

Research of the Moderating Effect on Team Members' Self-leadership of the Executive Officer's Emotional Leadership: Focus on the Differences between MZ Generation and the Others (경영자 감성리더십이 팀원의 셀프리더십에 미치는 조절효과에 대한 연구: MZ 세대와의 차이를 중심으로)

  • Cho, Chanhi;Lee, Hyoung-Yong
    • Knowledge Management Research
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    • v.22 no.4
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    • pp.261-282
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    • 2021
  • As the MZ generation, who values work-life balance, became a member of the organization, leader-oriented leadership centered on goal achievement and company profit made it difficult to achieve good results in the organization in the mid-to long-term. The company must strengthen the leadership that can be helpful for the self-leadership where the members of the organization move on their own and the organizational culture that enhances the employees' job satisfaction and organizational commitment. Therefore, this study analyzed the effect of the team leader's servant leadership on the team member's self-leadership and organizational effectiveness. In addition, it was studied whether the executive officer's emotional leadership interacted with the team leader's servant leadership and had a moderating effect on the team member's self-leadership. Also, the difference in path coefficient between the MZ generation and the non-MZ generation was verified. To this end, the research model was statistically verified using the PLS (Partial Least Square) structural equation. A survey was collected from 357 team members among office workers online. As a result of the analysis, the team leader's servant leadership had a significant effect on organizational effectiveness and team member's self-leadership. Also, in the relationship between the team leader's servant leadership and the team member's self-leadership, the emotional leadership of the executive officer had a positive (+) moderating effect. The MZ generation differed from the non-MZ generation in the path where the team leader's servant leadership positively affected the self-leadership of the team member and the path where the team leader's self-leadership had a mediating effect between the team leader's servant leadership and organizational effectiveness. The results of this study will suggest various theoretical and practical implications so that executive officers, team leaders, and team members within the company can develop leadership that increases organizational effectiveness in their respective positions.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

A Study on Omission and Suggestive Expressions in Motion Graphics (모션그래픽에서 생략과 암시적 표현에 관한 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
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    • s.15
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    • pp.251-265
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    • 2009
  • Motion Graphics are a great effective vehicle for precise communication between customers in various media and formats. The important thing in the expression of Motion Graphics is to deliver messages clearly. Some current Motion Graphics which are focused on only attracting attention or sensational expressions more than narrative are evaluated lower. This study aims to utilize easy and positive Motion Graphics to deliver messages by applying their utility to production of Motion Graphics, omitting time spent on delivering effective messages and analyzing their suggestive expression methods because of the nature of producing Motion Graphics. This thesis is to study several theoretical backgrounds of omission and implicated expressions mentioned in the similar studies from the view of Motion Graphics, and to search applied examples and functional things using the expression methods in some film title sequence. Excellent Motion Graphics use planned omission and implicated methods rather than to use entire narratives or complicated descriptions. Especially, a film title sequence should focus on symbolic visual expressions. They are necessary to attract the audience's interest. To overcome the limitation of time and space deliver a huge amount of information quickly and powerfully, Motion Graphics should properly use omission of image and time and suggestive expressions through symbols and metaphors. Then they will have a role to level up their current values and discussions.

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The Environmental Factors affecting Customers' Self-Determined Relationship Development and Performance (고객의 자기결정적 관계발전에 영향을 미치는 환경적 요인과 그 성과)

  • Suh, Mun-Shik
    • Management & Information Systems Review
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    • v.30 no.2
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    • pp.81-111
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    • 2011
  • Relationship Marketing has been dealt with as an effective strategy to sustain customer loyalty in many previous researches. For relationship development, a customer's efforts are necessary as well as an organization's efforts. However, the role of customers for the development of the relationship with an organization has been dealt in few previous researches so far. Furthermore, whereas researchers understand the importance of consumers' motivation in the relationship, few researchers had paid attention. This research is based on the Self-Determination Theory (SDT) to explain the role of customer motivation in the process of relationship development and performance. We started by using SDT to confirm the psychological side of relationship development in customer aspects. Then, this paper verified the relationships among environmental factors(informative communication, perceived personalization), relationship motivation(identified motivation, internal motivation) and relational factors(affective commitment, relationship strength). It suggested that customer's roles in psychological parts be inevitable in developing the relationship and it acquired by such stimulations from service providers. In conclusion, this paper has several marketing implications on customer acquisition and retention. For service providers, they should recognize the fact that a customer's perception of self-determination factors can generate tangible and intangible performance in relationship development.

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An Analysis on Success Factors and Importance of Six Sigma Innovation in Small and Medium Venture Companies (중소·벤처기업의 6시그마 혁신 성공요인 및 중요도 분석)

  • Lee, Seolbin;Park, Jugyeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.5
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    • pp.527-536
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    • 2018
  • This study examined the success factors of six sigma innovation in small- and medium-sized venture companies. The findings are summarized as follows. The importance of 20 items in a total of 4 factors showed that corporate vision was number one in the manager's support, followed by program composition, passionate support, high performance guarantee, and quality activity continuity. This suggests that all members can operate the program by the structured system with a sense of united goal under the company-offered vision as a community when the goal, idea or vision of six sigma activities are shared to members of the entire organization. In addition, high success can be achieved when supported by company-wide enthusiasm and high compensation for sharers' innovative efforts of six sigma at the same time. Small- and medium-sized venture companies should develop brisk six sigma activities of advanced precision parts in such an environment that the technology competition is becoming increasingly fierce. The six sigma movement should be developed as a niche strategy for small organizations with united vision sharing by company-wide operational commitment and high self-esteem for the organizational characteristics of small- and medium-sized venture companies run by key minority organizations and members.