• Title/Summary/Keyword: 사용자 경험 차이

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Impact of Health Risk Factors on the Oral Health of Korean Adolescents: Korea Youth Risk Behavior Web-Based Survey, 2013 (우리나라 청소년의 건강위험요인이 구강건강에 미치는 영향)

  • Do, Kyung-Yi
    • Journal of dental hygiene science
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    • v.16 no.3
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    • pp.193-199
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    • 2016
  • The objective of this study was to investigate the relationship between health-risk factors and oral health in Korean adolescents. This cross-sectional study was based on the 9th Korea Youth Risk Behavior Web-Based Survey (2013). The final participation rate in the survey was 96.4%. of a Total of 72,435 adolescents (age, 12~18 years) who had participated in the survey, 66,951 adolescents (33,777 boys and 33,174 girls) were selected for analysis, after excluding those with missing data. The key variables were oral health factors (one or more of the six oral symptoms), general characteristics (five factors), and health-risk factors (five factors). After adjusting for the general characteristics, frequency analysis, ${\chi}^2-test$ using PASW Statistics ver. 18.0, and logistic regression analysis were performed to understand the effects of health risk-factors on the oral symptoms experienced by the study subjects. Subjects who answered 'Yes' for alcohol consumption had a 1.33 times higher risk of experiencing oral symptoms. Further, subjects who smoked were at a 1.2 times higher risk of experiencing oral symptoms. With regard to internet use, the risk of experiencing oral symptoms was 1.25 times higher for subjects who used the internet for 7 hours or more than for those who used it for less than 1 hour. Compared to those subjects who had not experienced violence in school, the odds ratio of subjects who had experienced it 3~4 times was 1.54-fold higher. The study found that health-risk factors were associated with oral symptom experience. Therefore, programs to understand health-risk factors and interventions should be developed for Korean adolescents and provided on a regular basis along with oral health education.

The positive effect of motion base in virtual navigation (가상주행에서 모션베이스의 긍정적인 효과)

  • 김영윤;김은남;고희동;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.103-109
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    • 2002
  • 본 연구에서는 가상현실사용자들이 모션베이스를 사용함에 따라 가상현실에 대한 평가가 어떻게 달라지는지를 조사하였다. 33명의 피험자를 대상으로 모션베이스 평가설문과 자기보고를 통해 가상현실에서의 현실감, 재미, 멀미감을 조사하고 가상주행 전, 중, 후에 내장근전위, 피부전도도, 말초체온, 말초혈류량, 심박률, 눈 깜박임의 생리신호를 측정, 분석함으로써 모션베이스 유무에 따른 심리·생리적인 변수들에서의 차이를 알아보았다. 모든 피험자는 2주 간격으로 모션베이스 사용조건과 모션베이스를 사용하지 않는 조건에서 두 번 가상현실을 경험하였다. 가상현실에 대한 현실감, 재미항목에서 모두 모션베이스를 사용한 조건이 높은 점수를 나타냈다. 또한 모션베이스를 사용한 조건에서 멀미보고수가 감소하는 경향이 나타났다. Tachyarrythmia의 상대파워 변화량과 PPG 최대진폭의 평균변화량 비교는 모션베이스를 사용한 가상현실 조건이 생리적인 요동을 적게 일으키는 것으로 나타났다. 이러한 결과들은 시각제시기와 동기화된 모션베이스를 도입함으로써, 가상현실에 대한 현실감은 높이면서 멀미감은 줄일 수 있다는 가능성을 보여준다.

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Exploring the Immersion Degree Difference Between 3D and 2D: Focus on Action-Adventure Game (2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교)

  • Kwon, Hyeog-In;Rhee, Hyun-Jung;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.157-164
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    • 2011
  • Since the movie "Avatar" made world-widely a big success, people's interest to 3D stereoscopic vision has been increasing explosively. However, it is hard to predict that for how long this tremendous attention to 3D stereoscopic would last; consumers have accumulated experience and predominant consciousness from social and cultural environmental various factors. This paper, we will try to see how people interact with 3D stereo through the empirical study. Using Jannett (2009)'s immersion questionnaire, we will measure how different people get immersed while playing game in 3D stereoscopic and 2D.

A Study on the Effect of IT Service Quality on User Satisfaction and Customer Loyalty: Focusing on the Perception Difference between the MZ Generation and the Existing Generation (IT서비스품질이 사용자만족과 고객충성도에 미치는 영향: MZ세대와 기성세대간 인식차이를 중심으로)

  • Shin, Soo-Haeng
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.13-21
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    • 2022
  • Globally, the baby boomer generation is economically retired, and the MZ generation is emerging as a new economic force. This study demonstrated the effect of service quality on user satisfaction and customer loyalty for IT services, and checked whether it had a moderating effect on the MZ generation's perception of service quality and its effect on user satisfaction. In addition, we tried to find implications for service satisfaction of the MZ generation. For this purpose, valid responses were obtained from 496 members of companies receiving IT services from Company A. then, a hierarchical regression analysis were performed to verify the hypothesis. As a result of the analysis, the influence relationship between service quality, user satisfaction, and customer loyalty was confirmed, similar to the results of previous studies, and it was confirmed that the negative moderating effect of lower perception of user satisfaction through interaction. Therefore, it can be suggested that there is a need to develop a new digital-based service that can share and sympathize with special experiences, consumption values and beliefs. In the future, if research is conducted on a variety of consumers, it will be possible to more accurately explore the service perception of the MZ generation.

Comparative Evaluation Study with Axillary Crutch Design Variations (겨드랑이 목발의 디자인 비교 연구)

  • Yang, Sung Ho
    • Design Convergence Study
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    • v.15 no.6
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    • pp.243-253
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    • 2016
  • In this study, crutch and crutch gait for the handicapped in the lower extremity were discussed, and the study was conducted as a part of long-term research that suggests a practical solution for a crutch design. Three axillary crutches were evaluated in the study by a set of design guidelines for crutches delivered from the advanced research. In this comparative study with axillary crutch design variations, 31 healthy subjects were participated and three crutches were evaluated by ten guidelines. The result showed that Mobilegs-ultra and In-motion Pro were significantly greater than KM Crutch. However, no statistically significant difference was found between Mobilegs-ultra and In-motion Pro. While analyzing with guidelines, Mobilegs-ultra and In-motion Pro were significantly greater than KM Crutch for 6-guideline, but no significant difference was found among three crutches for the guidelines related with Lightweight and Economical feasibility and marketability. The result of the study is expected to be used for a solid foundation to evaluate for the reasonableness of the guidelines with comprehensive analysis for crutch gait evaluation in the further study.

Differences on Satisfaction of Healthcare Applications by Smartphone Users' Characteristics (스마트폰 사용자 특성에 따른 헬스케어 애플리케이션 만족도 차이)

  • Shim, Hun;Kim, Yu-Jeong;Park, Mijeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.410-419
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    • 2016
  • This study examined the satisfaction difference in the aspects of awareness, information quality, and availability in healthcare applications according to smartphone user's characteristics. Data collection was conducted between September 17th and September 21st 2014 on the 193 people who had used healthcare applications, and the data collected were analyzed with descriptive statistics, t-test, One-way ANOVA, and Kruskal-Wallis test using SPSS WIN 20.0. Differences in satisfaction of healthcare application were observed according to the general characteristics, and according to age, education level, and income, as well as for healthcare application use characteristics, according to operation system, total use period, the number of installed healthcare applications, the sources of main information, use frequency, and reasons of no use. To establish strategies for the effective spread of mobile healthcare and development and distribution of healthcare applications, it will be necessary to confirm smartphone users' characteristics and it is important to reflect them in the strategies. In addition, it is necessary to develop and implement a range of strategies to ceaselessly induce the users' motives of use and to improve their degree of satisfaction to secure the constant use of developed health care applications.

The Relationship between Brain Activities and Presence on Communication using an Avatar in Virtual Reality (가상현실에서 아바타를 통한 정보전달 시 뇌의 활성화와 현존감의 관계)

  • Lee, Hyeon-Rae;Kim, So-Young;Yoon, K.J.;Nam, Sang-Won;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.;Ku, Jeong-Hun
    • Korean Journal of Cognitive Science
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    • v.17 no.4
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    • pp.357-373
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    • 2006
  • Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented to the senses of the user. The user perceiver and interprets the VE context, and then naturally recognizes a level of realism in the VE. Presence is often thought of as the sense of 'being there' in the n. Presence includes overall feelings about the information conveyed from a virtual avatar to the user. Therefore, there must be brain mechanisms for integrating sensory information about presence.'Feeling of presence' is related with the user's cognition and perception about information on communication through medium. Thus 'feeling of presence' may characterize perceptual mechanisms in the brain. We studied these mechanisms by presenting a VR that consisted of an avatar telling a story about a social conversation. We performed covariance analysis on subjective brain activity (fMRI) during the story presentation with a presence score. The data analysis revealed that activity in several brain areas was correlated with the presence store. A positive correlation was shown in the right lingual gyrus, right cuneus, left lingual gyrus, right fusiform gyrus, left inferior temporal gyrus, anterior cingulate cortex and right posterior cingulate cortex of the brain. This study showed the brain mechanism to be related the feeling of presence and brain activities in our subjects, using VR to communicate information.

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Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.308-315
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    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

The Current Status and Causes of Elementary Students' Internet Addiction (초등학생의 인터넷 중독 현황 및 원인)

  • Jo, Miheon;Shin, Kyung-Sun
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.45-56
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    • 2004
  • With recent surge of Internet use, many people become concerned with side effects of Internet. Especially Internet addiction has become a significant issue. As Internet users become much younger than before, Internet addiction is salient even among elementary school students. While much research has been conducted on adolescents' addiction, only a little research has been conducted on elementary students' Internet addiction. In addition, it is necessary to use a standardized and reliable evaluation tool that is designed to assess the level of children's and adolescents' Internet addiction. The purpose of this study is to grasp the realities of elementary students' Internet addiction using an evaluation tool developed for elementary and secondary students, and to analyze the factors affecting Internet addiction. A survey was conducted to 1,382 5th and 6th graders selected from nationwide schools. The results of this study shows that 5.5% of the sample students are in the stage of serious addiction, and 12.4% in the stage of early addiction. In addition, the degree of Internet addiction significantly differs by various variables such as demographic factors, the experience of Internet use, family-related traits, and social activities.

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Impact of Online Banner Type on Willingness to Watch Movie (온라인배너타입이 영화관람의향에 미치는 영향 -애니메이션, 공포, SF액션 장르의 영화를 대상으로-)

  • Kim, Hyo-Jin;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.137-148
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    • 2016
  • The purpose of this study is to examine viewers' intentions to watch movies after viewing online banner advertisements of movies, and verify the mediation effect of flow and association to research how the interactivity of movie banner advertisements influences viewers. For the study, trailer and advergame banners for three genres of movies were made, and an online survey was conducted with 146 adults. As a result, based on 5 hypothesis tests, the study enables us to conclude that the interactivity of the advergame banners results in a higher viewer intention of watching movies compared to trailer banners by inducing a flow experience among banner users not an association experience.