• Title/Summary/Keyword: 몰입 경험

Search Result 584, Processing Time 0.023 seconds

Factors Affecting the Learning Flow of Health Science Students Taking Online Classes due to COVID-19 (코로나 19 (COVID-19)로 인해 온라인 전공 수업을 경험한 보건계열 대학생의 학습몰입에 영향을 미치는 요인)

  • Koo, Sang-Mee;Kang, Moon-Hee
    • Journal of Industrial Convergence
    • /
    • v.20 no.9
    • /
    • pp.81-89
    • /
    • 2022
  • This study investigates the relationships among academic stress, learning satisfaction, and learning flow of the health science college students who take online classes in college. The subjects were 129 students and the data were collected from November 15th, 2020 to December 22th, 2020 using a self-report structured questionnaire. The data analyzed using descriptive statistics, t-test, ANOVA, Pearson's correlation analysis, and multiple regression. As a result of this study, academic stress showed a negative correlation between learning satisfaction (r=.-78, p<.001) and learning flow (r=.-70, p<.001). And learning satisfaction showed a positive correlation between learning flow (r=.71, p<.001). In the results of multiple regression analysis, factors influencing the learning flow of students were amount of assignments in online classes, number of online practice courses completed in the last semester, academic stress, and learning satisfaction. All of these variables together explained 59.0%. Therefore, in order to increase learning flow in online classes, strategies to reduce academic stress and development of various educational programs are required.

The Effect of Partner Selection on the Performance of International Strategic Alliances: The Examination of Moderating Process of Previous Experience (제휴파트너 선정성향이 제휴성과에 미치는 영향에 관한 연구: 제휴경험의 조절효과를 중심으로)

  • Ahn, Sun Yub;Hyun, Jae Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.14 no.12
    • /
    • pp.6204-6210
    • /
    • 2013
  • This study examined adomestic firm's perspective on how their choice of partner selection criteria affects the mediating variables and the performance of international strategic alliances with particular reference to previous experience as a moderating variable. The findings of this study showed that the task-related and partner-related criteria are both positively related to trust and commitment but the results concerning the partner-related criteria repudiates the existing practices that domestic firms select foreign partners based on the partners' attributes because this weaken the commitment of the partnership. This study suggests that firms should revise their partner selection criteria, which will eventually lead to the more desirable performance of international strategic alliances.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
    • /
    • v.18 no.4
    • /
    • pp.1-15
    • /
    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

Flow Experiences in Goal-Directed and Experiential Activities (목표지향적 행위와 경험지향적 행위 시의 플로우(Flow) 경험에 대한 연구)

  • Jang, Phil-Sik
    • Journal of the Korea Society of Computer and Information
    • /
    • v.12 no.2 s.46
    • /
    • pp.341-348
    • /
    • 2007
  • The focus of this study was to investigate whether flow occurs during both goal-directed and experiential activities, if experiential and foal-directed flow states differ in terms of various measures and dimensions. Fifty male and eighteen female subjects were participated in controlled, comparative experiment between goal-directed and experiential activities in problem-solving tasks. The findings indicate that subjects experience more curiosity and involvement(focus) in problem solving tasks with experiential activities. However, the results showed subjects experience more enjoyment in tasks with goal-directed activities. Findings of this study suggested that more sophisticated and quantitative measures in various dimensions should be constructed and verified in order to apply flow theory to human-computer interaction.

  • PDF

The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach (가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.11
    • /
    • pp.446-460
    • /
    • 2017
  • The purpose of this study is to discover the nature of users' flow experience in virtual reality education services. To this end, we analyzed the factors that affect the user's immersion in virtual reality by applying grounded theory, which is one of the qualitative research method. An experiment was conducted on 11 subjects who were interested in conducting virtual reality education, and conducted interviews after experiments. All of the interviews were documented and configured to construct a paradigm model through the steps of opening coding, axial coding, selective coding. Based on the results, it presents suggestions for future virtual reality education services.

IFX : FEM/CFD visualization system for Desktop-Immersive environment collaborative work (IFX : 데스크탑 - 몰입 환경 간 협업을 위한 FEM/CFD 가시화 시스템)

  • Yun, Hyun-Joo;Wundrak, Stefan;Jo, Hyun-Jei
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.661-666
    • /
    • 2007
  • 최근들어 제품을 개발하는 과정 중, 디자이너와 개발자, 의사 결정권자들이 FEM, CFD 시뮬레이션 결과를 리뷰할 때에 가상현실기술을 도입하는 사례가 늘고 있다. 몰입감을 높여주는 가상현실환경은 모델에 대한 해석 결과물을 정확하고 효과적으로 분석할 수 있도록 돕는다. 데이터의 실제 크기와 같게 혹은 그보다 더 크고 자세한 이미지를 제공하는 가상현실 몰입환경은 사용자가 데스크탑 환경만을 사용할 때 경험할 수 없는 높은 사실감을 제공함으로써 사용자에게 시각적인 만족감을 줄 수 있다. 하지만 데스크탑 환경에 비해 해상도가 낮고, 어두운 곳에서 스테레오 안경이나 HMD(Head Mounted Display), Data glove등을 착용해야 하는 불편함과 멀미, 시각적인 피로, 방향감각 상실로 대표되는 가상멀미 등으로 인해 장시간 사용에 어려움이 있다. 데스트탑 환경에서의 데이터 리뷰는 고해상도 이미지 분석은 가능하지만, 입체감이 떨어지기 때문에 리뷰 데이터의 실제감이 떨어진다. 이와 같은 문제점들을 보완하기 위해서 본 논문에서는 데스크탑 환경과 가상현실 환경 간의 협업이 가능한 FEM/CFD 가시화 시스템을 제시한다. 본 시스템은 가상현실 몰입환경에서 해석 데이터를 단순히 가시화하는 것뿐만이 아니라, 데스크탑 시스템과 동일한 3D 인터페이스 구조를 제공한다. 따라서, 해석 결과 분석을 위한 동일한 post-processing 작업이 네트워크로 연결된 원격 공간의 사용자들이 사용하는 시스템들 사이에서 실시간으로 진행될 수 있다.

  • PDF

Efficient Multicasting Mechanism for Mobile Computing Environment (증강현실 기반 협업형 화학 실험 시스템)

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.05a
    • /
    • pp.369-371
    • /
    • 2011
  • Since users can experience new type of experiment system using augmentation technology and its data visibility, it is a media that is suited to educational purpose application. This paper developed an augmentation-based experimentation that excludes risks and ehnances immersion in chemical experiment. This virtual chemistry experiment system utilizes users' hands to control 3D objects in experiment through interface that interacts virtual objects without markers that are the cause of losing immersion in existing augmentation system. To maximize immersion effect, we propose a virtual chemistry experiment system that enables collaborative work.

  • PDF

The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.9
    • /
    • pp.212-224
    • /
    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.

Effect of Fast Food Restaurant User's Trust and Commitment on Customer Satisfaction (패스트푸드 레스토랑에 대한 신뢰와 몰입이 고객만족에 미치는 영향)

  • Sohn, Il-Nak
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.12
    • /
    • pp.179-190
    • /
    • 2007
  • This paper examines fast food restaurant users consequent attitude and customer satisfaction. For this purpose, fast food restaurant user's trust and commitment is proposed to influence customer satisfaction. This study, which used data from customers of fast food restaurant, showed satisfactory data fit the proposed model and supported three of the three research hypotheses. The empirical results indicated that trust and commitment take significant effect on customer satisfaction, and the trust and commitment in turn have strong indirected influence on customer satisfaction. It was confirmed that commitment variables are effective mediator linking fast food restaurant user's customer satisfaction.

Tendency of Immersion and Recognition on Application of Visual Cue in Graphic Information (그래픽 정보에서의 시각단서 적용에 따른 몰입과 재인 성향)

  • Kwon, Hyo-Jeong;Lee, Hwa-Sei
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.9
    • /
    • pp.1174-1183
    • /
    • 2012
  • This study, depending on the diversification of the information environment, was carried out to analyze the role of visual cues and the relationship between visual information structure in the process of user's visual immersion and recognition. Thus, we design evaluation model which used scientific instruments and subjective evaluation taking into account the latest graphical user trends, and analyze the data of immersion and recognition of the user experience that acquired through the process more systematic experimental procedure. Based on this, in the future, this study will be able to contribute implement the latest broadly applicable to the device of graphical information user basic design model and a standard evaluation model.