• Title/Summary/Keyword: 몰입 경험

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The Effect of Social Workers' Job Stress on Organizational Effectiveness and the Moderating Role of Organizational Commitment (사회복지사의 직무스트레스가 조직유효성에 미치는 영향과 조직몰입의 조절역할)

  • Han, Kyung-Hae;Lim, Wang-Kyu
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.65-80
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    • 2017
  • The purpose of this study was to investigate the effects of job stress on organizational effectiveness and the moderating role of organizational commitment among social workers. For this study, date were collected from 236 social workers employed at social welfare institutions in the Metropolitan area with structured questionnaires and analyzed using hierarchical regression analysis technique. This study found that three job stress variables(role ambiguity, role conflict and workload) had negative effects on social workers' job satisfaction and organizational citizenship behavior, whereas they positively impacted on their intent to stay, and that organizational commitment buffered the deleterious effects on job stress on organizational effectiveness.

Relationship between Attractiveness of virtual influencer and Consumer attitude: Verifying the mediating effect of Immersion (가상 인플루언서의 매력성과 소비자 태도의 관계: 몰입의 매개효과 검증)

  • Chang Sung Bok
    • Smart Media Journal
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    • v.12 no.11
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    • pp.86-94
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    • 2023
  • In recent years, advertisements and brand promotions using virtual influencer have been actively conducted, and this study focused on the characteristics of virtual influencer, including Attractiveness, to examine the Attractiveness of virtual influencer through previous studies and to test the hypothesis that Attractiveness has an effect on Brand attitude and Advertising attitude when mediated by Immersion. For this purpose, data were collected from university students who experienced marketing contents using virtual influencer, and Process macro was conducted to analyse the mediating effect. The results showed that virtual influencer Attractiveness partially mediated the relationship between Brand attitude and Advertising attitude. These results suggest that virtual influencer Attractiveness not only affects Brand attitude and Advertising attitude, but also positively increases consumer attitude when mediated by Immersion. This study has both academic and practical implications by examining the mediating effect of Immersion on the effect of virtual influencer Attractiveness on consumer attitudes.

A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.37-51
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    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

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The Effects of Internet Shopping Mall Users' focus the formation factors of trust and commitment on Customer Loyalty Behavior (인터넷 쇼핑몰 신뢰형성요인과 몰입형성요인이 신뢰, 몰입, 고객충성행위에 미치는 영향)

  • Park Jun-Cheul;Jeong Gi-Ho
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2006.05a
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    • pp.178-193
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    • 2006
  • 기업들이 고객에 대해 관심을 가지는 이유는 고객관계관리(CRM: customer relationship management)의 중요성이 그 어느 때 보다도 강조되고 있기 때문이며, 또한 강력한 고객관계가 기업의 경쟁우위를 위한 주요 수단이 되고 있음을 지각하고 있기 때문이다. 특히 인터넷 쇼핑몰에 대한 고객의 충성행위는 인터넷 쇼핑몰이 제공하는 다양한 상품 및 서비스와 더불어 성공적인 고객관계를 위해서는 매우 중요하다. 또한 인터넷 쇼핑몰의 입장에서는 여러 가지 다양한 서비스를 인터넷 쇼핑몰 이용 고객에게 제공함으로써 인터넷 쇼핑몰을 이용하는 고객들에 대한 신뢰와 몰입을 증가시킴으로써 인터넷 쇼핑몰 이용 고객들로 하여금 인터넷 쇼핑몰에 대해 높은 충성도를 가지게 할 수 있을 것이다. 따라서 본 연구는 인터넷 쇼핑몰 이용 고객에 대한 고객충성행위를 신뢰형성요인, 몰입형성요인, 신뢰, 몰입이라는 측면에서 설명하고자 하였다. 즉, 인터넷 쇼핑몰의 신뢰형성요인(능력, 호의성, 무결성)이 신뢰에 영향을 미치고, 몰입형성요인(촉진정보, 상호작용성, 쇼핑몰디자인)이 몰입에 영향을 미친다. 그리고 신뢰는 몰입과 고객충성행위에, 몰입은 고객충성행위에 영향을 미칠 수 있음을 제안하고 이를 인터넷 쇼핑몰 이용 경험이 있는 고객들을 대상으로 실증적으로 분석하였다. 실증분석 결과에 따르면 제안모델은 수용가능한 모델적합도를 보여 주었으며, 또한 본 연구에서 제시한 9개의 가설 모두가 통계적으로 유의한 결과를 보여주었다. 특히 신뢰는 신뢰형성요인(능력, 호의성, 무결성)과 고객충성행위사이에 매개변수의 역할을 수행하고있으며, 몰입은 몰입형성요인(촉진정보, 상호작용성, 쇼핑몰디자인)과 고객충성행위사이 그리고 신뢰와 고객충성행위사이에 매개변수의 역할을 수행하는 것으로 나타났다.동지역의 고기후를 해석함으로써 고기후적 및 고생태학적 의미를 연구해 보고자 하였다.에서는 시스템 등급에 영향을 준다. 향후에는 더욱 더 다양한 상호의존 모델들이 정량화될 필요성이 있다고 본다. 진행하였다. 줄여서 보다 더 정확하고, 지능적인 규칙구성요소 추출 방법론을 제시하고 구현하여 지식관리자의 규칙습득에 대한 부담을 줄여 주고자 한다. 도움을 받을 수 있게 되었다.을 거치도록 되어있다. 교통주제도는 국가의 교통정책결정과 관련분야의 기초자료로서 다양하게 활용되고 있으며, 특히 ITS 노드/링크 기본지도로 활용되는 등 교통 분야의 중요한 지리정보로서 구축되고 있다..20{\pm}0.37L$, 72시간에 $1.33{\pm}0.33L$로 유의한 차이를 보였으므로(F=6.153, P=0.004), 술 후 폐환기능 회복에 효과가 있다. 4) 실험군과 대조군의 수술 후 노력성 폐활량은 수술 후 72시간에서 실험군이 $1.90{\pm}0.61L$, 대조군이 $1.51{\pm}0.38L$로 유의한 차이를 보였다(t=2.620, P=0.013). 5) 실험군과 대조군의 수술 후 일초 노력성 호기량은 수술 후 24시간에서 $1.33{\pm}0.56L,\;1.00{\ge}0.28L$로 유의한 차이를 보였고(t=2.530, P=0.017), 술 후 72시간에서 $1.72{\pm}0.65L,\;1.33{\pm}0.3L$로 유의한 차이를 보였다(t=2.540, P=0.016). 6) 대상자의 술 후 폐환기능에 영향을 미치는 요인은 성별로 나타났다. 이에 따른 폐환기능의 차이를 보면, 실험군의 술 후 노력성 폐활량이 48시간에 남자($1.78{\pm}0.61L$

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A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Gam (체감형 헬스게임에서 사용자경험과 자기효능감이 게임 만족도와 성과에 미치는 영향)

  • Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.15-29
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    • 2012
  • In order to predict satisfaction and performance of sensible healthcare game using motion recognition sensor, this study analyzed the effects of flow, presence and social cognitive factor and then, it attempted to verify structural relationships thereof. Self-efficacy, being a social cognitive factor, was found to affect the level of functional satisfaction of health game but it showed no direct effect to intention of using game. Flow experience was also observed to be a meaningful predictor for the level of functional and entertainment satisfaction in the direction hypothesized. It is also shown that presence exerts a direct effect on functional satisfaction. Finally, it is discovered that functional satisfaction has meaningful influence on entertainment satisfaction as well as future intention to use. The results verifies that even in sensible healthcare game, user experience and social cognitive factor have significant effects on satisfaction and performance of a serious game.

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.

A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.11-20
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    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

The Relationship among Leisure Experience, Exercise flow Adherence of Senior in Fitness Center (스포츠센터 노인 운동 프로그램 참여자의 여가경험과 여가몰입 및 운동만족의 관계)

  • Lee, Seung-Bum
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.159-167
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    • 2021
  • The main purpose of this study is to closely investigate the constructive relationship between leisure satisfaction, leisure ability, exercise satisfaction, and consistent motor behavior patterns of the elderly's participation in leisure life sports. In order to achieve this, we surveyed and utilized the sampling of conveniences that selected Yongin and Seongnam city in Gyeonggi-do sports clubs, and accumulated samples of the elderly in living sports. The sample size was 239 elderly people. Based on this, according to the purpose of the study, statistical techniques, spss 23.0, and amos programs were used for analysis. The satisfaction analysis used in the research for a data analysis includes frequency analysis, exploatory factor analysis, confirmatory facor analysis, reliability analysis, correnlation analysis and structure equation model analysis. The research has drawn the following conclusions, based on the above mentioned research method and its procedures: First, it affects the satisfaction of the leisure satisfaction movement. Second, leisure ability affects exercise satisfaction. Third, exercise satisfaction affects the consistent exercise persistence and immersion satisfaction of exercise. As a result, it can be seen that the leisure immersion according to the experience of leisure competence has an effect on the satisfaction of the exercise. As a result, and the continuation of the exercise.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.