• Title/Summary/Keyword: 상호작용욕구

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Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

Exploring the Impact of Interaction Privacy Controls on Self-disclosure

  • Gimun, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.171-178
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    • 2023
  • As the risk of privacy invasion due to self-disclosure increases in SNS environment, many studies have tried to discover the influencing factors of self-disclosure. This study is an extension of this research stream and pays attention to the role of interaction privacy controls(friend list and privacy settings) as a new influencing factor. Specifically, the study theorizes and test the logic that the ability to effectively control interactions between individuals using IPC(called IPC usefulness) satisfies the three psychological needs(autonomy, relationship, and competency needs) suggested by the Self-Determination Theory, and in turn increase the amount of self-disclosure. As a result of data analysis, it was found that IPC usefulness has a very strong influence on the satisfaction of psychological needs and is a major factor in increasing the degree of self-disclosure by users. Based on these findings, the study discusses the theoretical and practical implications as well as future research directions.

Effects of Self-Explanation and Prompts Depend on the Students' Need for Cognition (인지욕구와 자기설명이 학습 수행에 미치는 영향)

  • Lee, Hyo-Hee;Do, Kyung-Soo
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2010.05a
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    • pp.25-30
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    • 2010
  • 자기설명이 학습을 촉진시키려면 무엇을 설명해야 하는지 판단해야 하고, 그에 대해 적절한 설명을 산출해내어야 한다. 본 연구에서는 촉진자극(propmpt)를 제공해서 무엇을 설명해야 하는지에 대해 도움을 주면 자기설명 효과가 얻어지는지 알아보았다. 또한 자기설명과 촉진 자극의 효과가 학습자의 인지욕구(need for cognition)와 상호작용하는지 알아보기 위해 인지욕구 수준을 상하로 나누어 3 요인 실험을 실시하였다. 촉진자극과 자기설명의 효과는 과제와 학습자의 인지욕구 수준에 따라 다르게 나타났다. 기억검사에서는 인지욕구가 낮은 학습자에게서만, 자기설명의 효과와 촉진자극의 효과가 관찰되었다. 반면에 이해검사에서는 인지욕구의주효과가 유의하였고, 3 요인상호작용 효과가 경향을 보였다. 즉 촉진 자극을 제공하는 것은 인지욕구가 높은 학습자에게서만 학습을 향상시켰다. 이 결과는 인지부하가 학습에 영향을 미치는 것으로 해석되었다.

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A study on the space marketing strategy is interacted with the consumer wants (소비자 욕구에 상호작용하는 공간마케팅의 전략에 관한 연구)

  • An, Se-Yun;Lee, Hyeon-Su
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.21-24
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    • 2008
  • 감성 컨버전스 시대에 있어 상품의 성능이나 기술은 더 이상 소비자의 선택요소는 아니다. 소비자들은 능동적으로 상호작용이 가능한 체험을 원한다. 체험을 줄 수 있는 공간의 역할을 강조되고 총체적인 공간마케팅 전략의 필요성이 부각되고 있다. 본 연구는 사례를 분석하여 소비자 욕구 충족 요소와 체험요소의 관계를 파악하고 공간마케팅 전략의 방향성을 제언하고 있다.

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The Effect of Perceived Social Support on the SNS Interactions and Expected Level of Perceived Information Authenticity (SNS상에서 지각한 사회적 지지가 SNS 상호작용과 자기정보의 진정성 평가 기대에 미치는 영향)

  • Kim, Dong-Tae
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.259-268
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    • 2016
  • The purpose of this study is to investigate the effect of perceived social supports(PSS) in SNS on SNS interactions. In addition the present study aims to look for the effect of SNS interactions on the expected level of information authenticity perceived by information users. The results show that the effect of PSS on the desire for self-identity presentation is significant(Hypothesis 1 accepted). It also reveal that the desire for self-identity presentation positively affect SNS interactions (Hypothesis 2 accepted). And the effect of PSS on the SNS interactions is positively significant(Hypothesis 3 accepted). Finally, the degree of SNS interactions positively affect the expected level of information authenticity perceived by information users(Hypothesis 4 accepted). The significance of this study is to extend scope of research which is related with PSS. Especially, present study emphasize the difference between offline PSS and online PSS. And this study make clear the cause-and-effect relationship is at work between online PSS and SNS interactions, unlike preceding researches.

Effects of Giving Prompts and Asking for Self-Explanation Depend on the Students' Need for Cognition (촉진질문 제공과 자기설명 지시가 기억과 이해에 미치는 영향: 인지욕구와의 상호작용)

  • Do, Kyung-Soo;Lee, Hyo-Hee
    • Korean Journal of Cognitive Science
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    • v.23 no.2
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    • pp.185-204
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    • 2012
  • A three factor experiment was conducted to explore the effects of giving prompts and asking for self explanation and the modulating effect of the need for cognition (NC) on the two interventions. The effects of giving prompts and asking for self explanation were different depending on the task and the level of need for cognition. Participants of low NC conditions showed the prompt effect and the self explanation effect in the memory tests. On the other hand, participants in the high NC conditions performed better in the comprehension test when they were given prompts and were asked to self explain. However, high NC participants performed worse when they were asked to self explain without providing the prompts. The results were interpreted to suggest the importance of detecting the right parts in getting the self explanation effect.

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The Method of Human-Robot Interaction by User Modeling (사용자 모델링을 통한 인간-로봇 상호작용 방안)

  • Choi, Byung-Gi;Kwak, Byul-Sam;Lee, Jae-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.339-342
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    • 2011
  • 지능형 로봇산업은 인간의 생활에 지대한 영향을 끼치는 미래 산업으로 손꼽히는 분야이다. 향후 소비자들의 욕구를 충족시키기 위해서는 다양한 플랫폼을 개발하고 사용자의 편의성을 만족시킬 필요가 있다. 이 논문에서는 사용자에게 효율적으로 정보를 전달하기 위한 작업 정보 스키마의 정의 및 이용자의 성향에 따른 차별화된 정보 전달 방법을 제안한다. 정형화된 작업 정보를 통해 다양한 플랫폼의 상호작용을 일원화 하고, 이를 전달하기 위해 사용자 모델을 이용한 차등적 정보제공을 통해 다양한 소비자의 욕구를 충족시키는 것이야 말로 미래 산업의 경쟁력을 확보하기 위한 한 방향을 제시할 것이다.

Victims of Bullying in the Military and its Relationship with Frustration: Mediation Effects of Social Support (군 병사의 따돌림 피해와 욕구좌절의 관계: 사회적지지의 중재효과)

  • Shin, So-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.622-631
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    • 2016
  • This study examined 316 soldiers in the South Korean Army and the mediation effects of social support on bullying and frustration. Bullying, social support, and frustration showed average scores of 2.23, 3.60, and 2.75 points, respectively. There was a positive correlation between bullying, social support, and frustration. All of the subordinate variables of bullying showed significant impacts on frustration (p<.05), with psychological harassment showing the greatest impact (${\beta}=.340$), followed by bullying in interpersonal relationships (${\beta}=.149$) and bullying at work (${\beta}=.130$). In all the interaction items of the subordinate variable bullying ${\times}$ social support, bullying had a significant impact on frustration at p<.01, while the highest impact was shown in the interaction item of bullying ${\times}$ member support (${\beta}=.456$). The results imply that intangible combat power and solidarity among soldiers can be guaranteed only when superiors and peers provide full support for soldiers who are victims of bullying.

Design and Implementation of Interactive Courseware for learning Solid Objects Using VRML and Java on the Web (웹상에서 VRML과 JAVA를 이용한 입체도형의 상호작용적 코스웨어의 설계 및 구현)

  • Cho, Seung-Il;Yoo, Bong-Gil;Lee, Jong-Chan;Song, Seung-Heon;Yoon, Bo-Yul;Kim, Eung-Kon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.223-226
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    • 2000
  • 최근 컴퓨터의 대중화와 인터넷환경의 구축으로 인하여 웹기반 코스웨어들의 필요가 급속히 늘고 있다. 그러나 수학 교과의 입체도형 편에 있어서는 웹기반 3D 코스웨어들의 개발은 부진한 편이다. 기존의 코스웨어들은 저작도구를 활용한 2D 위주였고, 최근 연구되어진 3D 코스웨어들은 상호작용이 부족하여 다양한 학습자의 욕구를 충족시키지 못하고 있다. 따라서 본 연구에서는 3D 입체도형의 학습과 학습자의 자극에 반응하는 상호작용적 체험학습이 되도록 VRML 과 JAVA를 이용하여 구현하였다.

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