• Title/Summary/Keyword: 몰입평가

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Reliability and Validity Assessment in 3D Video Measurement (3D 영상 평가를 위한 측정도구 신뢰도와 타당도 분석)

  • Chung, Dong-Hun;Yang, Ho-Cheol
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.49-59
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    • 2012
  • Although 3D stereoscopic movies had been paid attention to a few times since the 1900's, the interest had not been last. Most researchers pointed out the reason came from human factors because the early in the 3D technology growth had to develop technological possibility to realize 3D videos and ignore the importance viewers' perspective. In the 2D video research, many studies have explored the factors which make people got immersed or involved and felt visual fatigue, but they have not been the main issues in the 3D research until now. The present research believes human factor issue is one of the most important parts to accelerate 3D industry and thus, we try to make reliable and valid assessments to evaluate 3D video which are perceived characteristics, impression, and presence.

An Empirical Analysis on the UX in VR Application of Artworks: A Case Study on

  • Kang, Jisu;No, Hanna;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.31-38
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    • 2021
  • This study empirically investigated the user's experience with based on the Technology Acceptance Model. According to the frequency analysis results, the usability for learning was evaluated relatively higher than that for appreciation from the perspective of perceived usefulness and the technical factors such as graphics and modeling raised the issue for the quality improvement. According to the results of the correlation analysis, the usability for learning correlated with the degree of satisfaction. In addition, all detailed factors of perceived ease of use positively influenced on the degree of satisfaction and the impact of the environmental factor on the degree of satisfaction was greatest. The degree of satisfaction with the VR application significantly correlated with the degree of immersion and behavioral intention to the VR application. Therefore, this study proved the suitability for the Technology Acceptance Model as a tool for evaluating a VR application.

Usability Principles for a Mobile Augmented Reality Application -Focus on Wayfinding- (증강현실 기반 모바일 애플리케이션의 사용성 원칙 연구 -길찾기 서비스 중심으로-)

  • Yoo, Chang-Hwa;Oh, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.643-651
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    • 2022
  • The mobile augmented reality(MAR) market is rapidly growing with following the sudden rise of the metaverse. However, research on improving user experience in mobile augmented reality environment is lacking. This study aims to develop the usability principles of an AR-based smartphone app. The research conducts following methods. 1)The characteristics of MAR were understood to identify usability elements of AR apps. 2)Usability principles were collected through analysis of case studies on the usability of AR and the 14 usability principles were developed through in-depth interviews with experts for the purpose of chunking. 3)To verify the 14 developed usability principles, evaluation items were composed based on the usability principles and usability evaluation survey was conducted. Consequently, significant differences were found in immersivity, presence, efficiency, satisfaction, playfulness and It was verified that the developed usability principle is useful in developing AR based smartphone apps. This study is meaningful in that it conducted the basic research of mobile AR usability principles

Estimating the Tourism Economic Value of TV Program using CVM - Focusing on Drama and Travel Entertainment Program - (CVM 을 활용한 TV 프로그램 관광경제가치추정 - 드라마 및 여행예능 프로그램을 중심으로 -)

  • Lee, Jong-Joo
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.171-180
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    • 2021
  • Places exposed to mass media induce behavior by forming curiosity and expectations for potential travelers. The places reported through mass media influence viewers. Among TV programs, the most influential genre is drama, and reality programs that provide immersion with different characteristics from dramas influence viewers' choice of destination. CVM is mainly used for estimating the value of objects that cannot be evaluated in the market, such as tourist destinations. This study conducted an economic valuation of filming locations for dramas and travel entertainment programs using CVM, and then compared and analyzed the research results of the two filming locations. Linear and log logit analysis were performed to measure the willingness to pay for the filming location of the drama/travel entertainment program, and the payment amount was derived. The conclusion of the study is that as the travel cost required to visit the filming location of the drama/travel entertainment program increased, the intention to visit decreased. The amount payable when visiting the filming location of the drama/travel entertainment program was higher than the average consumption amount for a day trip, and the amount payable for the drama was higher than that of visiting the filming location of the travel entertainment program.

Social Welfare Education and ICT(Information and Communication Technology) Utilization: Contents Analysis (사회복지교육과 ICT(Information and Communication Technology) 활용: 콘텐츠분석)

  • Jee-Sook Lee;Young Lim Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.669-678
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    • 2023
  • The aim of this study is to explore 'how is ICT being used in social work education and are they effective?' In order to answer the questions, a content analysis was conducted. Three academic databases, DBPIA, Kiss, EBSCO were searched to look for the articles that investigated ICT and social work education between Jan. 2016 and July, 2022. No study was found from DBPIA and Kiss. Based on inclusion criteria, thirteen articles were selected from EBSCO. Those articles were analyzed following 9 analytic themes: Country, Undergraduate or Graduate Student, Pedagogical Theory, Course Goal, Course Content, Evaluation Method, Outcome, Applied Software or Program. As results of the study, the platforms primarily used for social work education were VR, Second Life, PeopleSIM, course-tailored Applications. In addition, the following was illustrated as effectiveness of ICT in social work education; immersiveness, course satisfaction, improved knowledge, etc. Study limitations and recommendations of future applications were also discussed.

A Study on Expression of NPC Colloquial Speech using Chat-GPT API in Games against Joseon Dynasty Settings (조선시대 배경의 게임에서 Chat-GPT API를 사용한 NPC 대화체 표현 연구)

  • Jin-Seok Lee;In-Chal Choi;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.157-162
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    • 2024
  • This study was conducted to implement Joseon Dynasty conversational style using the ChatGPT API to enhance the immersion of games set in the Joseon era. The research focuses on interactions between middle-class players and other classes. Two methods were employed: learning the dialogues from historical dramas set in the Joseon Dynasty and learning the sentence endings typical of the period. The method of learning sentence endings was rated higher based on self-evaluation criteria. Reflecting this, prompts were constructed to represent NPC dialogues in the game settings of the Joseon era. Additionally, a method was proposed for creating various NPC prompts using prompt combination techniques. This study can serve as a reference for NPC dialogue creation in games set in the Joseon Dynasty.

The Preliminary Study on Driver's Brain Activation during Take Over Request of Conditional Autonomous Vehicle (조건부 자율주행에서 제어권 전환 시 운전자의 뇌 활성도에 관한 예비연구)

  • Hong, Daye;Kim, Somin;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.101-111
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    • 2022
  • Conditional autonomous vehicles should hand over control to the driver according on driving situations. However, if the driver is immersed in a non-driving task, the driver may not be able to make suitable decisions. Previous studies have confirmed that the cues enhance take-over performance with a directional information on driving. However, studies on the effect of take-over cues on the driver's brain activities are rigorously investigated yet. Therefore, this study we evaluates the driver's brain activity according to the take-over cue. A total of 25 participants evaluated the take-over performance using a driving simulator. Brain activity was evaluated by functional near-infrared spectroscopy, which measures brain activity through changes in oxidized hemoglobin concentration in the blood. It evaluates the activation of the prefrontal cortex (PFC) in the brain region. As a result, it was confirmed that the driver's PFC was activated in the presence of the cue so that the driver could stably control the vehicle. Since this study results confirmed that the effect of the cue on the driver's brain activity, and it is expected to contribute to the study of take-over performance on biomakers in conditional autonomous driving in future.

Portable Projection-Based Display System (휴대형 프로젝션 기반의 디스플레이 시스템)

  • Oh, Ji-Hyun;Lee, Moon-Hyun;Park, Han-Noon;Kim, Jae-Soo;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.12 no.2
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    • pp.137-147
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    • 2007
  • Projection-based augmented reality (AR) system refers to the system that accurately project high quality virtual information at the user-specified area by using the projector. Most of projection-based AR systems use the display device to support high quality and wide screen for increasing the user-immersion. Furthermore, they are implemented on the desktop environment due to the computational complexity. However, these projection-based AR systems are not suited as a mobile system and thus it may be inconvenient in the user point of view. Fortunately, Miniaturization of projectors and improved capacity of the mobile processor allowed the mobile AR system to be convenient. The limitation of established mobile AR system is that it uses small display screen which does not support high-resolutions and thus it may reduce the user-immersion into the system. In this paper, we propose portable projection-based display system, which overcomes the limitations of both projection-based and mobile-based AR systems. We have conducted the user evaluation to verify the effectiveness and the utmost capacity of the system.

A Study on Service Awareness Perceived by Group Using Animal-Assisted Intervention (동물교감치유 경험 기관의 서비스 인식에 관한 연구)

  • Yoo, Ji Hyun;Shin, Jeong Seop;Kim, Su Mi;Jin, Hyun Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.372-379
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    • 2019
  • The purpose of this study was to examine the service awareness perceived by 25 groups using animal-assisted intervention(AAI). Data collected were analyzed for variables on the effectiveness of AAI by using SPSS Win 25.0 statistical program. The study findings showed that AAI service is very effective for psychological meaning in both expecting purpose before and substantive effect after using AAI. They were satisfied with AAI generally, particularly in terms of participant engagement and differentiated services. Also, they perceived that the cost of AAI service is generally appropriate in consideration of activities with animals and satisfaction of participants but a bit expensive compared to other programs. Also, it was found that the value and the possibility of public expansion of AAI are very high and that the immersion and professionalism of the participants affect the effectiveness of AAI. The results of this study indicate that it is necessary to develop programs and verify effectiveness as a psychotherapy technique and are expected to be useful as basic data for establishing and developing a quality service of AAI.

Relationship Between Organizational Effectiveness and Job Stress of Radiotechnologist (방사선사의 조직 효과성과 직무 스트레스의 관계)

  • Kim, Jung-Hoon;Ko, Seong-Jin;Kang, Se-Sik;Kim, Chang-Soo
    • Journal of radiological science and technology
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    • v.33 no.1
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    • pp.11-17
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    • 2010
  • This study was conducted in order to analyze job stress factors of radiotechnologists in order to inprove the work efficiency and to organize system management plans. For data collection, total 261 radiotechnologists, who work in Busan, took part in structured questionnaire survey. The collected data were analyzed by using SPSS/PC+ Win 13 version. For verification of the differences among groups, one-way ANOVA was executed. For analyzing efficiency of system, which is affected by job stress, multiple regression analysis was taken. First, work stress classified by age group was found as the biggest stress factor among radiotechnologists in their 30s. Among radiotechnologists in their 20s, 40s and 50s, the biggest stress factor was communication problems. In terms of, job stress classified by division, no statistical difference was observed among groups. Second, as the result of system efficiency analysis, high values were found in organizational immersion and job satisfaction among radiotechnologists in their 20s and oncology division has the highest values in concentrating the system and job satisfaction. For this result, statistically significant differences were observed among groups. Third, in terms of the sub-factors of work stress, communication problem was found as the variable that exerted statistically significant impact to organizational effectiveness. However, no statistically significant differences were observed inadministrative and personal problems. Job stress decreases as communication within the organizations or communication with other divisions becomes more successful. In other words, system efficiency can be enhanced by decreasing conflicts within organization through successful communication.