• Title/Summary/Keyword: 사용감

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Preservice teacher's understanding of the intention to use the artificial intelligence program 'Knock-Knock! Mathematics Expedition' in mathematics lesson: Focusing on self-efficacy, artificial intelligence anxiety, and technology acceptance model (수학 수업에서 예비교사의 인공지능 프로그램 '똑똑! 수학 탐험대' 사용 의도 이해: 자기효능감과 인공지능 불안, 기술수용모델을 중심으로)

  • Son, Taekwon
    • The Mathematical Education
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    • v.62 no.3
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    • pp.401-416
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    • 2023
  • This study systematically examined the influence of preservice teachers' self-efficacy and AI anxiety, on the intention to use AI programs 'knock-knock! mathematics expedition' in mathematics lessons based on a technology acceptance model. The research model was established with variables including self-efficacy, AI anxiety, perceived ease of use, perceived usefulness, and intention of use from 254 pre-service teachers. The structural relationships and direct and indirect effects between these variables were examined through structural equation modeling. The results indicated that self-efficacy significantly affected perceived ease of use, perceived usefulness, and intention to use. In contrast, AI anxiety did not significantly influence perceived ease of use and perceived usefulness. Perceived ease of use significantly affected perceived usefulness and intention to use and perceived usefulness significantly affected intention to use. The findings offer insights and strategies for encouraging the use of 'knock-knock! mathematics expedition' by preservice teachers in mathematics lessons.

The Effect of Training Using Artificial Intelligence Virtual Reality Program on Balance and Fall Efficacy For Stroke patients (인공지능 가상현실 게임 프로그램 적용이 뇌졸중 환자의 균형과 낙상효능감에 미치는 영향)

  • Lee, min-jae
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.285-286
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    • 2016
  • 본 연구는 가상현실시스템을 이용한 훈련이 뇌졸중 환자의 균형과 낙상효능감에 미치는 영향을 알아보기 위해 실시하였다. 연구 대상자는 뇌졸중 환자 20명으로 실험군 10명 대조군 10명씩 각각 배정하였다. 실험군과 대조군 모두 일반적인 주 5회의 물리치료와 작업치료를 받았다. 실험군은 추가적으로 가상현실 프로그램을 이용하여 8주간 1일 20분 주 3회 시행하였다. 본 연구의 측정은 균형수행 능력검사, 낙상효능감 척도검사를 사용하였다. 두 군 간 훈련 후 측정 사이에 균형수행 능력검사와, 낙상효능감 검사에서 통계적으로 유의한 차이를 보였다(p<0.05). 또한 각 군 간 훈련 후 측정 사이에 균형수행 능력검사와, 낙상효능감 검사에서 통계적으로 유의한 차이를 보였다(p<0.05). 따라서 가상현실 프로그램 병행한 훈련이 뇌졸중 환자의 균형과 낙상효능감을 향상시키는데 긍적적인 도움을 주어 유용한 뇌졸중 환자의 치료 프로그램으로 사용될 수 있을 것으로 보여 진다.

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The Effects of Self-Efficacy and User's Cognitive Factors on Reuse Intention of SNS (SNS에 대한 자기효능감과 사용자 인지요인이 SNS 재사용 의도에 미치는 영향)

  • Lee, Hong-Jae;Choi, Moon-Hyeong;Park, Mi-Kyung
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.145-167
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    • 2012
  • The purpose of this study is to examine the causal relationships among self-efficacy, perceived usefulness, perceived ease of use, perceived playfulness, and reuse intention of SNS. The results of data analysis by structured equation model(SEM) indicate that self-efficacy significantly influences individual's perceived ease of use, perceived usefulness and perceived playfulness. Both perceived playfulness and perceived ease of use affects perceived usefulness on SNS. Individual's self-efficacy, perceived playfulness and perceived usefulness affect reuse intention of SNS. Based on the results, the theoretical and practical implications of this study are discussed.

The Antecedents of SNS Fatigue: Influences on Intention to Continuous Usage and Discontinuing Intention (SNS 피로감 유발요인: 지속사용의도 및 중단의향에 미치는 영향)

  • Lee, Eunji
    • Journal of the HCI Society of Korea
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    • v.13 no.2
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    • pp.21-29
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    • 2018
  • Continuous use of SNS with having SNS fatigue influences users mentally as well as physically. Although it is reported that they eventually leave SNS due to experience of fatigue, the determinants of SNS fatigue have not been discovered yet. Thus this study aims to find the psychological factors causing SNS fatigue. This study (1) found out the factors causing SNS fatigue, and (2) explored the relationships between the factors and intentions to discontinue/continue to use SNS. Findings of the study suggested that there are seven types of determinants: Sense of relative deprivation, Relationship concern, Management burden, Information overload, Privacy concern, Reputation concern(after posting), Reputation concern(before posting). It is also found that sense of relative deprivation negatively predicted the intention to keep using SNS while management burden, reputation concern(before posting) predicted positively. Furthermore, the sense of relative deprivation and information overload positively predicted the intention to discontinue using SNS while reputation concern(before posting) predicted negatively. This research examined how the determinants of SNS fatigue affect the intentions to keep/stop using SNS from the two different points of view. The determinants of SNS fatigue experienced by SNS viewers influenced them to have intentions to stop using it, whereas those felt by SNS writers affected them to keep using it.

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게임엔진연재 / 현장감 있는 입체음향 구현을 위하여

  • Kim, Hyeon-Bin
    • Digital Contents
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    • no.7 s.122
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    • pp.128-131
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    • 2003
  • 사람은 두 귀를 사용해 어떤 소리를 들었을 때, 그것이 3차원 공간상의 어느 지점과 방향으로부터 들려오는지 감지할 수 있다. 또한 그 음이 속한 음향적 환경(예를 들면 실내, 야외, 강당, 동굴 등)을 구분할 수 있다. '3D사운드'란 음원이 발생한 공간에 위치하지 않은 청취자가 음향을 들었을 때에 방향감, 거리감 및 공간감을 지각할 수 있도록 음향에 공간 정보를 부가한 음향을 말한다.

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A Study on Measuring and Ignition Characteristics of Gunpowder by Using a Revolver (총기사용에 따른 화약잔사 실측 및 발화특성에 관한 연구)

  • Song, Jae-Yong;Choi, Young-Woo;Nam, Jung-Woo;Kim, Dong-Hwan;Kim, Jin-Pyo;Kim, Yoon-Hoi;Kim, Sang-Hyun
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2010.04a
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    • pp.481-486
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    • 2010
  • 본 논문은 실내사격장 화재 원인에 대한 조사를 위하여 권총 사용에 따른 화약잔사 양에 대한 실측 및 발화특성에 관하여 연구하였다. 화약잔사 양의 실측은 1차로 사대 부분을 밀폐한 상태에서 실내사격장에 사용되는 권총과 동일한 구경 0.38인치 권총 및 구경 9mm 권총을 5발 발사하여 총구 및 약실로 분출되는 화약잔사의 양을 측정하였으며, 2차로 사대 개방 후, 구경 0.38인치 권총을 100발 발사하는 경우, 사대 바닥면에 떨어지는 화약잔사의 양을 측정하였다. 화약잔사에 대한 발화특성은 충격 감도, 정전기 감도, 마찰 감도 및 발화점 시험을 실시하였으며, 비교 평가에는 권총에 일반적으로 사용되는 사용전의 화약(ball powder)을 이용하여 화약잔사와 동일한 시험을 실시하였다. 실험결과 충격감도 및 마찰강도는 화약잔사에서 다소 높게 측정되었으며, 발화점 시험에서는 화약잔사가 비교대상인 사용전의 화약에 비해 낮은 온도에서 발화되는 특성을 나타내었다.

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A Study on Self efficacy Difference between User and Nonuser of Smartphone (자기 효능감에 의한 스마트폰 사용의도 연구)

  • Lee, JangHyung;Kim, Jong-Won;Sung, Baek-Chun;Choi, Young-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.157-164
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    • 2013
  • Self efficacy is a term used in psychology, roughly corresponding to a person's belief in their own competence. It has been defined as the belief that one is capable of performing in a certain manner to attain certain goals. It is believed that our personalized ideas of self-efficacy affect our social interactions in almost every way. Understanding how to foster the development of self-efficacy is a vitally important goal for positive psychology because it can lead to living a more productive and happy life. The objective of this study is to show difference of the relationship between user and non-user in smartphone by self efficacy. For this purpose, we propose a research model which consists of 3type' self efficacy. For empirical test of this model, the sample data is collected from employee in a company and divided into two groups by user and nonuser. By multi-group analysis, we show two groups are different from each other in the relationship between user and nonuser of smartphone. Results show difference of the relationship smartphone user and non-user's self-efficacy(self-control self-efficiacy and problem difficulty preference).

The Study of Usability Evaluation Methodology for the VR contents -Emphasis on the VR Application Contents ″Heritage Alive!″ (VR Theater 기반 VR contents의 사용성 평가 방법론에 대한 연구 -VR 탐사 콘텐츠 Heritage Alive!의 사용성 평가를 중심으로-)

  • 이현진;안상철;김진욱;강동훈;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.1261-1266
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    • 2003
  • 본 연구는 가상현실 극장에서 실시간 상호 작용 효과를 잘 수용할 수 있는 가상 현실 콘텐츠를 기획하고 그 시나리오를 구성하는 요소들과 인터랙션 기술 개발의 방향 수립을 위한 체계적인 사용성 평가 방법론을 제시하였다. 연구에 활용한 가상실험 콘텐츠는 Heritage Alive!로서 시나리오 구성에서 시스템 구성, 인터랙션 요소들을 사용자 참여를 통한 사용성 평가 수행을 실시하여 그 실용화 가능성과 발전 방향을 평가하였다. 사용성은 비디오를 통한 전체 관람 모습을 촬영, 관찰하여 몰입감과 콘텐츠를 연관지어 분석하였고, 사용자의 인터랙션을 컴퓨터 시스템의 로그 파일을 기록하여 입력 장치의 조작성과 과제에 대한 몰입감을 정량적으로 추출할 수 있었다. 그리고 설문지에 감성적인 측면을 질의함으로써 정성적인 평가 자료로 활용하였다.

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A Study on the Effects of Mobile Communicational Devices on the Emotional Stability of the Elder Person (모바일 통신기기 사용이 노인의 심리적 안정감에 미치는 영향에 관한 연구)

  • Kim, Soo-Yeoun;Choi, Myung-Sin;Chung, Chang-Duk;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.6
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    • pp.219-226
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    • 2009
  • This study is focused on examining the use of information and communication technology among the factors that contribute to the psychological stability of the aged. To identify the appreciation and experience of information and communication technology, we have itemized mobile technology and internet technology which are the most broadly utilized technologies by the elderly, and suggested a methodology to measure the effects that information and communication technology have on their psychological stability. We surveyed more than 100 people over 55 year old in Seoul. The findings of the study showed that the group of users who use wired internet and mobile technology are less depressed and have more self-esteem than the group of non-users. It was also shown that the more skilled they are at utilizing the technology, the less feelings of depression and loneliness, and the more self-esteem they have.

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An analysis of the impact of cyber university students' mobile self-efficacy, mobility on intention to use in mobile learning service linked to e-learning (이러닝과 연계된 모바일러닝에서 사이버대학생의 모바일 자기효능감과 이동성이 수용의도에 미치는 영향 분석)

  • Joo, Young Ju;Chung, Ae Kyung;Jung, You Jin
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.55-68
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    • 2015
  • The purpose of the study is to examine a structural relationship among mobile self-efficacy, mobility, perceived ease of use, perceived usefulness, and intention to use of a mobile learning service using technology acceptance model. The result revealed that mobile self-efficacy, mobility had a direct effect on perceived ease of use. Second, mobile self-efficacy, mobility, perceived ease of use had a direct effect on perceived usefulness. Third, mobile self-efficacy, mobility, perceived usefulness had a direct effect on intention to use of a mobile learning service. However, perceived ease of use did not have a effect on behavioral intention of mobile learning service.