• Title/Summary/Keyword: 몰입 경험

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A Study of the Influence of Medium Richness and Learner's Experience with Various Mediums on the Usefulness of Mediums and Learning Commitment in Integrated Media Korean Classical Education (매체통합 고전문학수업에서 매체풍부성과 매체경험이 매체유용성과 학습몰입에 미치는 영향 연구)

  • Hyun, Young-Ran;Chung, So-Yeon
    • Journal of Korean Library and Information Science Society
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    • v.46 no.4
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    • pp.471-491
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    • 2015
  • The purpose of this paper is to examine the structural relationship between the use of a web medium and learning commitment to develop creative talent for higher media integrated Korean classical literature education. For this we used DBs of The 'Encyclopedia of Korean Local Culture(a local culture DB)' built by the Academy of Korean Studies, and a survey was conducted on 418 high school students, attending a classical literature class which used a local culture DB. The result of this study demonstrates media usefulness of local culture DBs' positive effect on learning commitment. Specifically, media richness and media experience affects the learning commitment through the medium usefulness. These results indicate that in order to encourage learner's medium experience and increase medium richness it is necessary to increase the utilization of mediums, such as local culture DBs.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Research on impulse purchase of live e-commerce platform users based on ELM model in China

  • Yu, Ying;Liu, Ziyang
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.295-304
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    • 2022
  • The purpose of this study is to investigate the influencing factors and mechanism of the characteristics of the live broadcast e-commerce platform and the characteristics of the host on the impulse purchase intention of live broadcast viewers. Based on the ELM model, this study complements existing research content. This study adopts the form of questionnaire survey and conducts empirical analysis using SPSS, AMOS, Mplus and other analysis software for online live broadcast users. The results show that the characteristics of live broadcast platforms have a positive impact on consumers' flow experience and satisfaction; the personal characteristics of anchors have a positive impact on consumers' flow experience and satisfaction; consumers' flow experience and satisfaction have a positive impact on impulse Purchase intention has a positive impact, and flow experience and satisfaction have a mediating effect on the characteristics of the live broadcast platform and the personal characteristics of the host.

Factors Influencing Organizational Commitment Experienced the JCI(Joint Commission International) in Hospital Nurses (국제의료기관평가를 경험한 임상간호사의 조직몰입 영향요인)

  • Choi, Jeong Sil;Yang, Nam Young
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.439-447
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    • 2014
  • Purpose: This study was conducted to identify factors affecting nurses' organizational commitment of the JCI. Methods: This cross-sectional study was performed using questionnaire. Data were collected from 198 nurses who worked at one hospital from 5 to 14 May 2013. Tools were used general characteristics, perception(Yang & Choi, 2014), job stress(Park, 2005), organizational commitment(Mowday, Porter, & Steers, 1979). Results: The scores of perception, job stress, and organizational commitment of the JCI were 3.21/5, 4.08/5, and 2.65/5 respectively. Organizational commitment was significantly different according to degree. A positive correlation was observed between perception and organizational commitment. Organizational commitment was negatively correlated with job stress. The explained variances for organizational commitment was 26.3% and factors affecting nurses' organizational commitment were degree, perception, and job stress. Conclusion: These results showed the significant factors for nurses' organizational commitment of JCI. These findings can be utilized to development of strategies for reducing job stress, and enhancing perception of JCI.

Effect of Learning Motivation on Learning Immersion of Nursing College Students Who Have Experienced Non-face-to-face Major Classes: The Mediating Effect of Self-directed Learning (비대면 전공수업을 경험한 간호대학생의 학습동기와 학습몰입과의 관계: 학습관련 자기주도성의 매개효과)

  • Lee, Joo-Yeon;Oh, Jae-Woo
    • Journal of Industrial Convergence
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    • v.20 no.6
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    • pp.73-81
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    • 2022
  • This study is a descriptive research study to analyze the relationship between learning motivation, learning immersion, and self-directed learning. For this study, data were collected from August 1 to 30, 2021. The collected data were analyzed using the IBM SPSS/WIN 22.0 program. The learning motivation was positively correlated with learning immersion and self-directed learning. In analysis results, the factors affecting learning immersion are learning motivation and self-directed learning. And it was confirmed that self-direction was a partial mediating factor in the relationship between learning motivation and learning immersion. Learning motivation is an important factor for nursing students' learning immersion and self-directed learning. Therefore, specific measures to improve self-directed learning should be prepared for learning immersion. Therefore, nursing students' self-directed learning is an important factor for learning motivation and learning immersion, and specific measures to improve that should be prepared.

Study of Planning of Contents for Optimal Experience on Tourism (최적경험 제공을 위한 관광콘텐츠 기획에 관한 연구)

  • Kwag, KyoungHee;Kim, Kijeong
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.735-745
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    • 2013
  • Tour industry has been growing with increasing of people leisure time quantitatively as well as qualitatively. Especially, region tourist industry shows rapid growth because of the development of transportation and communication. Tourist contents that representing the region have been developing briskly. However there are many nominal tourist contents have just region differentiation with same attribute and composition. It has to be consider about tourist first not a contents provider or a developer. To be memorable tourist contents and to connect to consumption, understanding about tourist is needed. So 'Experience' will be standards when tourist contents is planned. In that sense, experience 4factors from Experience Economy and Challenge-skill model from Flow will be frames for giving shape to develop tourist contents. Experience 4factors from Experience Economy suggests 4factors for the superb enjoyment to tourists, and Challenge-skill model from Flow proposes balanced contents for understanding tourists. They will contribute to suggest planning frames for sustainable tourist contents and it lead to tourists' reinstation.

Effects of Interactivity and Usage Mode on User Experience in Chatbot Interface (챗봇 기반 인터페이스의 상호작용성과 사용 모드가 사용자 경험에 미치는 영향)

  • Baek, Hyunji;Kim, Sangyeon;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.1
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    • pp.35-43
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    • 2019
  • This study examines how interactivity and usage mode of a chatbot interface affects user experience. Chatbot has rapidly been commercialized in accordance with improvements in artificial intelligence and natural language processing. However, most of the researches have focused on the technical aspect to improve the performance of chatbots, and it is necessary to study user experience on a chatbot interface. In this article, we investigated how 'interactivity' of an interface and the 'usage mode' referring to situations of a user affect the satisfaction, flow, and perceived usefulness of a chatbot for exploring user experience. As the result, first, the higher level of interactivity, the higher user experience. Second, usage mode showed interaction effect with interactivity on flow, although it didn't show the main effect. In specific, when interactivity is high in usage mode, flow was the highest rather than other conditions. Thus, for designing better chatbot interfaces, it should be considered to increase the degree of interactivity, and for users to achieve a goal easily through various functions with high interactivity.

Relationship among the Expertise of University Liberal Arts Class Instructor, the Exercise Flow and Persistent Participation Intention Perceived by Non-Sports Major University Students (비체육 전공 대학생이 인지한 대학교 교양 수업 지도자의 전문성과 운동몰입 및 참여지속의도간의 관계)

  • Lee, Young Jun
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.3
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    • pp.735-749
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    • 2021
  • There is true that the evaluation of non-face-to-face swimming classes currently offered by universities due to the COVID-19 outbreak is generally negative. For this reason, the quality of non-face-to-face swimming classes at universities is bound to depend on the expertise of the instructor. However, whether or not of students who lack of practices of swimming could experience exercise flow and could continuously last the swimming exercise after semester or even graduation is difficult to confirm. This is considered to be a significant threat in the future not only for swimming, but also for all liberal arts and lifestyle sports. This study aimed at 281 non-athletic college students with experience of taking both swimming classes, and the need for a study on the structural relationship between exercise flow and participation intention by university swimming class leaders' expertise in non-sports majoring college students. And the results were empirically analyzed. The research results derived in this process are summarized as follows. First, the effect of swimming class leader's expertise (personality, lecture skills, student management, practical skills, basic knowledge) perceived by non-athletic college students on exercise flow (cognitive flow, behavior flow) affects cognitive flow. As a factor influencing, it was found that lecture skills had a statistically positive (+) effect, and as factors influencing behavioral commitment, the positive (+) effect was statistically significant in personality, lecture skills, student management, and basic knowledge. Second, as for the effect of exercise commitment (cognitive commitment, behavior commitment) perceived by non-athletic college students on continuous participation intention, the behavioral commitment factor was found to have a statistically positive (+) effect.

A Study on the Methodology of Stereo-Scope Visualization Using Virtual Reality Technique (가상현실 기술을 이용한 입체영상 시각화 기법에 관한 연구)

  • Shin, Mi-Hae;Seo, Su-Seok;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.6
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    • pp.1482-1487
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    • 2010
  • Recently, Product and contents using virtual reality technique is spreading quickly. Visualization using virtual reality technique is provide a differentiated experience with existing visualization methodology by giving enhanced immersiveness to users. This paper is make a suggestion to a new methodology of stereo-scope visualization and talk about this utilization possibility. We proposed the design method of stereo-scope realization system that is composed at least two screen. through which users will feel more immersiveness and experience to virtual reality. The suggestion system of this paper will widely used in various industry such as virtual reality exhibitions, shows, games, training programs, etc.

The Relationship of flow Experience, Self-esteem, Exercise adherence Intention in Youth Sports Club Participant (청소년 스포츠클럽 참여자의 몰입경험, 자아존중감, 운동지속의도 간의 관계)

  • Lee, Gun-Chur
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.368-376
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    • 2018
  • The purpose of this research is to investigate the relationship of flow experience on self-esteem and exercise adherence through intention in youth sports club so that youths can continue to exercise. A non-probabilistic sampling method was used as a convenience sampling method with 257 questionnaires being analyzed by frequency, factor analysis, correlation analysis, and multiple regression analysis using the SPSS 21.0 version statistical program for Windows. The results of this study are as follows. First, cognitive flow showed a negative relationship with negative self-esteem, a positive relationship with positive self-esteem, and a positive relationship with tendency and possibility in interrelation. Behavioral flow showed a positive relationship with tendency, possibility, and reinforcement. Second, positive and negative self-esteem showed positive relationships with behavioral flow and did not show any relation. Third, reinforcement showed a positive relationship and tendency and possibility did not affect behavioral flow. It is possible to enhance self-esteem and improve physical fitness through continuous physical activities and to live a lively school life by understanding the immersion experiences of the adolescents' participation in sports clubs and by providing more appropriate physical activity information to adolescents.