• Title/Summary/Keyword: 몰입 경험

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The Study on the Relationships between Team Leader's Emotional Intelligence and Subordinate's Organizational Attitude, Behavior Focused on Examining the Mediated Effect of Leader Trust (상사신뢰의 매개효과에 따른 팀장의 감성지능이 부하의 태도 및 행동에 미치는 영향력 분석)

  • Kim, Sung-Eun
    • Management & Information Systems Review
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    • v.31 no.2
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    • pp.199-230
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    • 2012
  • This study introduced trust dimension as a mediating variable and analyzed in order to investigate the empirical mechanism on the process of leader's emotional intelligence which is a emotional factor to produce organizational effectiveness. Based on the empirical analysis, first of all, this study found whether the team leader's emotional intelligence gives an influence on the subordinate's trust in leader. Secondly, this study examined the multidimensionality of trust by selecting subordinate's cognition-based trust and affect-based trust on the team leader as mediating variables between team leaders's emotional intelligence and subordinate's affective commitment, organizational citizenship behavior. I found the theoretical implications based on this study; first, from the view on cognition-based and emotion-based trust, the integrated verification of the process of the trust in leader as a mediating role, second, verification of the relationship between leader's emotional intelligence and trust in leader which was not studied before, third, the methodological try to prevent from the common method bias problem through the evaluation of a team leader on a subordinate's organizational citizenship behavior. This study also suggested the ways to apply those theoretical implications to human resource management.

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An Empirical Study on the Effect of Humor Sense of Leader on Innovative Behavior and the Moderating Effects of Empowerment (리더의 유머감각이 구성원의 혁신행동에 미치는 영향 및 임파워먼트의 조절효과에 관한 연구)

  • Jung, Hyun-Woo
    • Management & Information Systems Review
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    • v.31 no.2
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    • pp.89-114
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    • 2012
  • The purposes of this research are to examine the effect of humor sense of leader on innovative behavior and to examine the moderating effects of empowerment on the relationship between humor sense of leader and innovative behavior. For these purposes, literature review and survey research were conducted. The 350 questionnaires were sent to the 10 manufactural firms in the Pusan and Kyungsang Nam-Do region for empirical analysis. Total 276 usable responses were collected(effective response rate : 78.86%). The major findings of the empirical research are as follows ; First, generation of humor, use of humor, attitude of humor and evaluation of humor which are composed factors of humor sense of leader have positive influence innovative behavior. Second, composed factors of humor sense of leader have differential influence on innovative behavior by empowerment. In conclusion, humor sense of leader is expected to improve innovative behavior which is individual behavior in an organization. Therefore, managers have to develop innovative behavior by exhibiting humor sense, considering empowerment.

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The Effect of Program for the Gifted based on GI-STEAM model on Leadership, Creative personality, and Learning flow of Elementary Gifted Students (GI-STEAM 모형에 기반한 영재 프로그램이 초등영재의 리더십과 창의적 인성, 학습몰입에 미치는 영향)

  • Hong, Jeong-Hee;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.26 no.1
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    • pp.77-99
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    • 2016
  • The purpose of this study was to examine the effect of GI-STEAM program on leadership, creative personality, and learning flow of elementary Gifted Students. GI-STEAM program was the convergence model of Group Investigation that belongs to Co-learning and STEAM framework of learning criterion. The participants were 16 gifted students in a Korean elementary school located in Gyeong-gi province. The experimental design was one group pretest-posttest design. After a pretest on leadership, creative personality, and learning flow was conducted, classes were carried out as GI-STEAM program for the gifted student and a post-test was conducted. The study results of the class that was conducted twelve times for two weeks are as follows. First, Individual area of leadership is meaningfully developed in statistics after GI-STEAM program. The sub-domains of leadership, such as the communication, organization management, society commitment and teamwork showed a statistically significant improvement. Second, the domain of creative personality didn't show meaningful difference after GI-STEAM program. However, the aesthetic in the sub-domains of the creative personality showed a statistically significant improvement. Third, learning flow was meaningfully developed in statistics after GI-STEAM program. The sub-domains of the leadership, such as the balance between challenge and ability, integration with behavior and consciousness, concrete feedback and Autotelic experience showed a statistically significant improvement. In conclusion, GI-STEAM is an effective program for improving ability of communication, aesthetic sensibility, which are core competency of 'creative-convergence' gifted students. For this reason, it is highly considered that various programs applying GI-STEAM should be developed.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

A Study on the Impact of the Strategy for Win-Win with a Foreign Company upon Relationship Continuity: Focusing on the Moderating Effect of Entrepreneurial Orientation and the Mediating Effect of Goal Commitment (해외기업과의 동반성장 요소가 관계지속성에 미치는 영향 연구: 목표 몰입의 매개효과와 기업가 지향성의 조절효과를 중심으로)

  • Kim, Sung-Chun;Hwang, Hee-Kon
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.130-144
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    • 2022
  • The purpose of this study is to verify the mediating effect of goal commitment and the moderating effect of entrepreneurial orientation in the relationship with relationship continuity about the win-win strategy with a foreign company. For this study, a total of 427 work-level employees who participated in trade shows were surveyed by on-line. First, most of the elements of the win-win strategy with a foreign company were found to be of a significant impact on goal commitment. Second, most of the elements of the win-win strategy with a foreign company had a positively significant impact upon relationship continuity. Third, the goal commitment with a foreign company had a significant impact on relationship continuity. Fourth, the analysis of the mediating effect of goal commitment in the relationship between the elements of the win-win strategy with a foreign company and relationship continuity showed that some elements of win-win strategy played a mediating role. Fifth, in the relationship between the elements of the win-win strategy in cooperation with a foreign company and relationship continuity, entrepreneurial orientation had a significant moderating effect on some of the elements of the win-win strategy with a foreign company.

The Impact of Location-based Mobile Curation Characteristics on Behaviors of Art Gallery Visitors (위치기반 모바일 큐레이션 특성이 미술관 관람객의 관람행태에 미치는 영향)

  • Sangwoo Seo;Taeksoo Shin
    • Information Systems Review
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    • v.22 no.2
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    • pp.167-199
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    • 2020
  • The ICT-based curation as a series of experiences with the mobile exhibition-guide applications or guide programs in art galleries helps visitors fully immersed in the exhibition and allows them to have more informative and convenient guide experience at art galleries. This study aims to verify how the factors of ICT-based curation affects the commitment and satisfaction of visitors at art galleries, figure out whether the visitors' commitment has effects on their satisfaction, and then finally test the impact of their commitment and satisfaction on their revisit intention. In order to validate the cause-and-effect relationships between these factors, the ICT-based curation in this paper is categorized into five factors - gamification, quality of image/video information, quality of sound/text information, contextual offer, and instant connectivity. The main results of the study are as follows. First, only the gamification has significantly positive effects on the commitment of art gallery visitors, while other two factors - the instant connectivity, and the quality of sound/text information - have significantly positive effects on the satisfaction of visitors. Second, the commitment of visitors also has significantly positive effects on their satisfaction. Third, the commitment of the visitors don't have significantly positive relationship with their intention of revisit, but the satisfaction of the visitors have significantly positive relationship with their intention of revisit.

Effect of the Affordance Characteristics of VR Game UI on the User Experience (VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.252-258
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    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.

Influence of Spiritual Experience on Church Commitment: Moderating Effect of Church Interpersonal Trust (교인들의 영적경험이 교회 헌신도에 미치는 영향: 교회 대인신뢰의 조절효과)

  • Lee, Kunho
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.317-326
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    • 2022
  • This study examined the moderating effect which the interpersonal trust between christians has on the daily spiritual experiences and church commitments of christians. This study was conducted on 400 Christians - 193 men (48.3%) and 207 women (51.7%). The SPSS 25.0 program and PROCESS Procedure for SPSS version 3.5 (Model 1) were used for data analysis and for verifying the hypothesis. the results of the study showed: First, the daily spiritual experience of Christians had a significant positive effect on church commitment. Second, the interpersonal trust between christians had a significant positive effect on church commitment among Christians. Third, the interpersonal trust between christians had a significant positive effect on daily spiritual experiences and on church commitment. Hence, based on the above conclusions the role and importance of trustworthy relationships in the church as well as personal beliefs were discussed.

A Study on Cannibalism in Digital Game (디지털 게임의 카니발리즘 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.65-71
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    • 2010
  • Digital game includes one more funny elements which are competition, puzzle, interaction and role-playing. These elements encourage the player's interest and flow. The purpose of this study is to find out the essence of these elements in digital games with Cannibalism. Digital game inherits and develops Cannibalism in the digital space as magic circle, death and rebirth of life, changing the shape of character and reversing the interface.

An Empirical Study on Influential Factors of the Development and Implementation in Firm Security Management (기업 보안관리 강화의지 및 실행에 영향을 미치는 요인에 관한 연구)

  • Hwang, Jong-Ho
    • Management & Information Systems Review
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    • v.32 no.2
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    • pp.213-235
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    • 2013
  • This study investigates proper solution available for flexibly management pointing out reality a lack of understanding and interest for executing security management while importance of firm security management gets bigger. Accordingly, this study suggests 4 exogenous variables such as organizational commitment, experience of security risks, perceived benefits, partner interdependence as factors of having influence upon development and implementation in security management. It suggests IT volatility as moderating variable, which will intensify between development and implementation. The research model was tested by using Structural Equation Modeling, via Amos 19.0 analysis on a sample collected from 209 firms. As a result, the remaining variables except partner interdependence showed statistically positive influence. The implications of the findings suggest a new theoretical framework of the security management and offers important solutions for the practical application guidelines.

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