• Title/Summary/Keyword: 몰입 경험

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Effects of Servant Leadership of Security Martial Arts Instructors on the Exercise Commitment and Training Satisfaction (경호무도 지도자의 서번트 리더십이 운동몰입 및 수련만족에 미치는 영향)

  • Choi, Woo-Chang;Jeon, Yong-Tae;Kang, Hyeon
    • Korean Security Journal
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    • no.60
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    • pp.197-226
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    • 2019
  • The objective of this study is to examine the effects of servant leadership of security martial arts instructors on the exercise commitment and training satisfaction of trainees. To achieve the objective of this study, the data was collected from 300 trainees of security martial arts gyms located in Seoul, Incheon, and Gyeonggi-do regions by using the convenience sampling method. Total 281 questionnaires were used for the analysis after excluding 19 questionnaires. Using the SPSS 23.0 for data-process, this study conducted the frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis. First, all the variables showed positive(+) correlations. Second, the presentation of vision of instructors' servant leadership had positive(+) effects on the behavioral commitment while the devoted attitude of instructors' servant leadership had positive(+) effects on the cognitive commitment. Third, the presentation of vision, formation of community, and support for growth of instructors' servant leadership had positive(+) effects on the psychological elements while the presentation of vision and support for growth had positive(+) effects on the environmental elements. The presentation of vision and formation of community had positive(+) effects on the physical elements while the presentation of vision and formation of community had positive(+) effects on the educational elements. The presentation of vision, formation of community, and support for growth had positive(+) effects on the social elements. Fourth, both cognitive commitment and behavioral commitment out of trainees' exercise commitment had positive(+) effects on the psychological elements, environmental elements, physical elements, and educational elements of training satisfaction while only the cognitive commitment had positive(+) effects on the social elements. In summary, the security martial arts instructors should show the leadership like presentation of vision and devotion, and also try hard to satisfy the expectation in many areas to raise the exercise commitment.

Comparison of Organizational Culture and Organizational Commitment based on Experience of Workplace Bullying in Clinical Nurses (간호사의 직장 내 괴롭힘 경험에 따른 조직문화, 조직몰입의 비교)

  • Kim, Young-Lim;Park, Eunok
    • Korean Journal of Occupational Health Nursing
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    • v.26 no.3
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    • pp.197-206
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    • 2017
  • Purpose: This study aimed to investigate the relationship among nurses' workplace bullying experience, organizational culture, and organizational commitment. Methods: Nurses who had worked for more than 6 months (N=299) were selected from 5 general hospitals. Data were collected from August to September 2014, using a self- reported questionnaire, and were analyzed using SPSS version 20.0. Results: Among the participants, 17.7% reported having experienced workplace bullying. Those who had experienced workplace bullying reported significantly lower relation-oriented culture, innovation-oriented culture, and organizational commitment as compared to the other group (t=-2.50, p=.016; t=-2.60, p=.011; t=-2.91, p=.004, respectively). Rank-oriented culture was higher in those who had experienced workplace bullying as compared to those who had not (t=2.76, p=.007). Conclusion: Those who had experienced workplace bullying had higher scores on rank-oriented culture and lower scores on innovation-oriented culture, relation-oriented culture, and organizational commitment. To reduce workplace bullying among nurses, hospital managers should improve the relation-oriented organizational culture and alleviate the rank-oriented culture.

Development of virtual reality simulation game synchronized with real robot (로봇과 동기화된 가상현실 시뮬레이션 게임의 개발)

  • Shim, Jae-Youn;Yoo, Hwan-Soo;Sung, Hyun-Seong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.33-42
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    • 2018
  • Virtual reality can user experience the virtual world of computer and stimulate user eyesight and emotions. HMD can acquire and stimulate user behavior and sensory information. In this paper, we propose a virtual reality game using robot control. Controlling the robots using various interfaces and synchronizing them with the virtual reality game. In this paper, we use OID mat for robot movement detection based optical code recognition and Kalman filter.

Influence of Verbal Violence Experienced by Nurses on Organizational Commitment: Focus on the Mediating Effects of Resilience (간호사가 경험한 언어폭력이 조직몰입에 미치는 영향: 회복탄력성의 매개효과 중심으로)

  • Yun, Mi Soon;Lee, Miyoung
    • Journal of Korean Clinical Nursing Research
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    • v.26 no.1
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    • pp.1-9
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    • 2020
  • Purpose: This study was conducted to provide fundamental data on increasing organizational commitment of clinical nurses by verifying the mediation effects of resilience in the correlation between the verbal violence experienced by nurses and their organizational commitment. Methods: Participants were 167 nurses working in 2 university hospitals and 3 general hospitals located in D city Nurse managers were excluded. Data were analyzed using t-test, ANOVA, Pearson's correlation coefficient, and multiple regression analysis based on the three-step mediation effect verification procedures proposed by Baron and Kenny. SPSS 24.0 program was used. The significance of mediation effect was verified by performing the Sobel test. Results: The resilience was confirmed to have a partial mediating effect in the relationship between verbal violence experience and organizational commitment (β=.25, p=.001), and verified by Sobel test (Z=-1.95, p=.026). Conclusion: The results verifiying that verbal violence experience, organizational commitment, and resilience are correlated with each other, and showing that the organizational culture needs to be improved and the hospital environment needs to be changed to decrease verbal violence experiences and increase resilience in order to enhance organizational commitment.

The Effect of VR Store Vividness on Immersion and User Satisfaction (VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향)

  • Yoon, Namhee;Lee, Ha Kyung;Lee, Yoon-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.3
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    • pp.559-572
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    • 2021
  • This study explores the effects of VR (Virtual Reality) store vividness, which is one of VR shopping environmental features used in previous research, on user satisfaction. In addition, the mediating role of immersion between VR store vividness and user satisfaction is investigated. The moderating role of self-efficacy is also explored since the effects of vividness and immersion on user satisfaction may depend on a consumer's perceived shopping self-efficacy. A total of 58 participants experienced a VR store with the Oculus Go VR headset. To test the hypotheses, model 14 of Process Macro 3.4 is used (95% Confidence Interval). According to the results, immersion mediated between VR store vividness and user satisfaction. Additionally, there was a significant interaction effect between immersion and self-efficacy on user satisfaction. When a consumer experiences high immersion at a VR store, consumers may have a strongly positive experience, especially among those who have a perceived low shopping self-efficacy.

Volumetric Capture data-driven Real Object-Virtual Space Adjustment and Virtual Reality Contents Design (볼류메트릭 캡처 데이터 기반 실사-가상공간 정합 및 VR 실감 미디어 콘텐츠 디자인 설계)

  • Ryoo, Miohk;Yoo, Sanghyun;Yun, Kugjin;Kim, Myoungha;Kim, Sanghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1-3
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    • 2022
  • 코로나 19 팬데믹으로 인한 4차 산업혁명이 앞당겨지고 초현실, 초실감, 초연결 사회 등의 키워드가 대두되고 언택트(Untact) 시대가 일상생활에 불가항력적으로 접목되면서 몰입감과 흥미성, 유희성을 목적으로 한 콘텐츠들이 다양하게 활성화되었다. 특히, 메타버스(Metaverse) 플랫폼이 빠르게 진화하면서 물리적 현실과 디지털 가상성을 융합한 다중 사용자에게 다양한 경험이 가능한 서비스가 주목받고 있다. 메타버스는 다중 사용자 플랫폼에서 원활한 커뮤니케이션과 대규모 멀티플레이가 가능한 온라인 비디오 게임, 오픈 게임 월드, AR 협업 공간과 호환되는 사회적, 몰입감이 있는 VR(Virtual Reality) 플랫폼 서비스 중 하나이다. 우리는 메타버스 플랫폼 개발 시 필요로 하는 요소기술 및 3D 데이터 획득을 통한 VR 콘텐츠를 설계하고 구현하고자 한다. 1) 콘텐츠 시나리오 및 사용자 인터랙션 설계; 2) 볼류메트릭 캡처를 활용한 실사 기반의 동적(Dynamic) 데이터 생성; 3) 컴퓨터 그래픽 기반 가상공간 설계 및 정적(Static)데이터 요소기술 개발; 4) 가상 현실 공간 데이터와 볼류메트릭 캡처의 실사 데이터 정합; 5) 공간 데이터 시각화 생성 및 모듈형 공간 이동 제어 기능 개발; 최종적으로 6) VR 환경에서의 콘텐츠 구현을 목표로 한다.

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The Impact of Functional and Emotional Factors on User Satisfaction and Commitment toward Mobile Messenger Service: Investigating the Mediating Effects of Intimacy and Fatigue (기능적·정서적 요인이 모바일 메신저 서비스에 대한 사용자 만족과 몰입에 미치는 영향: 친밀감과 피로도의 매개효과를 중심으로)

  • Lee, Ae Ri;Park, Yong Wan;Park, Yujin
    • The Journal of Society for e-Business Studies
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    • v.21 no.1
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    • pp.33-63
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    • 2016
  • The diffusion of smartphone has make people engaged in communication with mobile messenger in everyday life. To understand the rapid growth of mobile messenger usage, this study investigates the unique features of mobile messenger services as communication media. Based on the media synchronicity theory and literature about online communication, we identify the functional and emotional features of mobile messenger. In particular, this study demonstrates that functional and emotional features of mobile messenger would influence intimacy and fatigue. Also, intimacy and fatigue, as mediating variables, have an impact on user satisfaction and commitment toward mobile messenger service. The results of this study provide practical implications for mobile messenger providers and users which attempt to facilitate positive effect such as intimacy among users and reduce negative effect such as fatigue on mobile messenger communication.

A Full Body Gumdo Game with an Intelligent Cyber Fencer using Multi-modal(3D Vision and Speech) Interface (멀티모달 인터페이스(3차원 시각과 음성 )를 이용한 지능적 가상검객과의 전신 검도게임)

  • 윤정원;김세환;류제하;우운택
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.420-430
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    • 2003
  • This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with 3D vision and speech (ii) an intelligent cyber fencer and (iii) an immersive feedback by a big screen and sound. First, the multimodal Interface with 3D vision and speech allows a user to move around and to shout without distracting the user. Second, an intelligent cyber fencer provides the user with intelligent interactions by perception and reaction modules that are created by the analysis of real Gumdo game. Finally, an immersive audio-visual feedback by a big screen and sound effects helps a user experience an immersive interaction. The proposed system thus provides the user with an immersive Gumdo experience with the whole body movement. The suggested system can be applied to various applications such as education, exercise, art performance, etc.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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A Study on the Heterogeneity in Multi-player VR Games : focused on (멀티플레이어 가상현실 게임에 나타난 비균질성 연구 : <더 플레이룸 VR>을 중심으로)

  • Park, Eun-Kyung;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.151-162
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    • 2016
  • The purpose of this paper is to identify the significance of heterogeneity in multi-player VR games. Heterogeneity is a concept of multi-player mode that a game uses the immersive VR and non-immersive system at the same time. As immersive VR device has become more commercial, multi-player VR games try to use heterogeneity strategically. is the best example to explain a new phenomenon, so this paper analyses by using a revised and reinforced MDA framework. As a result, we can find heterogeneity concept not only in the separation of player's interface, but also in the division of play patterns and experiences within a game itself.