• Title/Summary/Keyword: 상호작용 욕구

Search Result 144, Processing Time 0.023 seconds

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
    • /
    • 2000.10a
    • /
    • pp.223-226
    • /
    • 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.

  • PDF

Testing for Moderating Effects of Management Education between Small Business Owner's Individual Personality, Market Environment Characteristics and Management Performance (소상공인의 개인성향 및 시장 환경특성과 경영성과 간에 경영교육 만족도가 미치는 조절효과 검증)

  • Hwang, Seon Jae;Heo, Chul Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.14 no.6
    • /
    • pp.45-57
    • /
    • 2019
  • In this research, research on factors affecting business results of small business people has been advanced, but the management relationship for small business people is the influence relationship between characteristics of individual's propensity and market environment and business results. Analysis and research of the role of regulation on the judgment that it is necessary to verify and present the lack of reality through the study. Therefore, a questionnaire survey was conducted for small businessmen in Seoul, Gyeonggi-do, etc., and the final 368 copies were collected and analyzed using the method of hierarchical regression analysis. As a result of empirical analysis, business education satisfaction had a statistically significant positive (+) influence on business performance. In two stages, as a result of additionally introducing the interaction between the achievement center of the center of gravity and the satisfaction level of management education, the achievement desire and the satisfaction level of management education have a positive (+) effect in which management results are noted. And the interaction term also has a significant effect. The satisfaction of management education to help the market attractiveness of the market environment characteristics all had a positive (+) effect that kept in mind the management results. In two stages, as a result of additionally introducing the interaction between management education satisfaction that helps the attractiveness of the center of gravity market, it has a positive (+) effect that takes business results into consideration, and the interaction term is also significant It has been found that the Through these studies, the business results of small businessmen are identified as significant influencing factors through the adjustment effect of management education satisfaction, in order to secure its competitiveness within a fierce competitive environment, Its importance can be very great.

The Relationship between Interactions and Needs Satisfactions in Apparel Brand On-Line Community (의류 브랜드 온라인 컴뮤니티의 상호작용성과 욕구충족의 관계)

  • Hong, Hee-Sook;Kim, Gi-Euk
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.29 no.11
    • /
    • pp.1432-1443
    • /
    • 2005
  • The purpose of this study was to identify the relationship among the sub-dimensions of interaction and the relationship between interactions and needs satisfactions in the apparel brand online communities. Subjects of 317 members for 9 selected apparel communities responded the questionnaire in the home-page or in the attached file. The results were as follows: The suggested structural equation model which showed the relationship between the interactions and needs satisfaction in communities were accepted($\chi^2=63.80/df.=48/p=0.06$, GFI=0.97, AGFI=0.95, RMR=0.045, NFI=0.93, AIC=123.80). The interaction of company-consumer hads a positive influence on the interaction of consumers-consumers(H1) and the interaction of consumers-consumers had a positive influence on the interaction of consumers-company(H2). The interaction among community members had a positive influence on the satisfaction of interest needs(H3), transaction needs(H4) and relationship needs(H5) in the community. The relationship needs satisfaction had a positive influence on the interaction of members to the company(H6). Therefore, marketers in apparel company should be fully aware of reciprocal influence among types of interaction when planning marketing programs to promote each type of interaction. Furthermore, they also have to plan marketing activities to manage effective interaction.

The Effects of Webtoon User's Perceived Usability and Interactivity on Service Satisfaction and Willingness to Pay (웹툰 서비스의 사용편리성과 상호작용적 행위가 서비스 만족과 지불의사에 미치는 영향)

  • Chae, Jung-Hwa;Han, Chang-Wan;Lee, Yeong-Ju
    • Cartoon and Animation Studies
    • /
    • s.38
    • /
    • pp.259-286
    • /
    • 2015
  • This study investigates the effect of the motivation to use webtoon and the convenience of use(the character of the webtoon service) on the interactivity, and then examines how the interactivity affect the webtoon user's satisfaction and willingness to pay. Using factor analysis, this study found two motivations to use webtoon including 'information acquisition', 'entertainment and easiness of access'. These motivations have an influence on the interaction of the content and Webtoon's user and of Webtoon's users. The motivation of the entertainment and easiness of access is more influential to user's interactivity. The convenience of use is divided two types that are the convenience of the searching information and service. The convenience of webtoon service has positive influence of two types of interaction. The last results find that webtoon user's satisfaction is influenced by gender, the convenience of the searching information and using service. The satisfaction of the female user is higher than man. The more convenience of use is, the more satisfaction of users will be. Willingness to pay is influenced by age, the convenience of webtoon service, and the user's interactivity. The older users are, the more convenience of webtoon service is, and the more the user's interactivity, the higher willing to pay will get. The implications of the findings are discussed in terms of the way to change the profit structure of webtoon service and suggest to increase the interactivity in webtoon service.

The Effects of Sales Performance on Salesperson's Job Satisfaction, Organizational Commitment and Need for Achievement (영업사원의 직무만족, 조직몰입, 성취욕구가 영업성과에 미치는 영향에 관한 연구)

  • Gu, Ja-Won
    • Management & Information Systems Review
    • /
    • v.37 no.1
    • /
    • pp.1-18
    • /
    • 2018
  • This research performed the empirical test for the effects of sales performance on salesperson's job satisfaction, organizational commitment, and need for achievement using 375 salesperson samples in Korea. Analyzed direct effects among the factors and mediation effects of organizational commitment and need for achievement as well. Results showed that job satisfaction have a significant positive (+) impact on organizational commitment and sales performance, and organizational commitment significant positive influence on need for achievement. However, organizational commitment have no significant effect on sales performance. Need for achievement have a significant direct effect on sales performance positively and have mediation effect between organizational commitment and sales performance. For the mediating effect, organizational commitment have significant result between job performance and need for achievement, but have no significance between job performance and sales performance. This paper suggest that the implications. First, this research exam integrated and detailed analyze for job satisfaction, organizational commitment, need for achievement, and sales performance including the results of verified in precedent study. Second, identify job satisfaction and need for achievement are important factors on salesperson's performance and find out through the empirical test the importance having balance of satisfaction of salesperson's own job and need for achievement in the sales field rather than consider only organizational commitment. Third, in the existing research, high need for achievement increase organizational commitment as a predictor of organizational commitment factor. In this research, claim that organizational commitment also become as a predictor of need for achievement and high organizational commitment make need for achievement higher. Consequently, need for achievement and organizational commitment be interact with each other and significant effect on sales performance of sales force.

HMD를 사용한 몰입형 자동차 VR Simulator Prototype 구축

  • Yoo, Seung-Dong;Park, Beom
    • Korea Information Processing Society Review
    • /
    • v.5 no.2
    • /
    • pp.35-42
    • /
    • 1998
  • 현재 자동차 분야에서는 사용자의 욕구와 인간공학적인 측면을 얼마나 잘 반영하는 차를 만들어 내는가가 점차 중요한 요소로서 부각되어지고 있다 EK라서 이에 부합하여 많은 자동차 시뮬레이터에 관한 연구들이 진행되고 있는 실정이다 본 연구실에서는 자동차-인간 상호작용을 연구하기 위한 가상현실 시뮬레이터(VISVEC : Virtual Simulator for VEhicle Cockpit) 의 제작 Model을 개발 하였다 현재 VISVEC은 자동차 HMI Usability를 위한 시뮬레이터로서 PC를 기반으로 하여 구축되고 있다.

  • PDF

Mediating Effects of Self-Respect and Cognitive Needs on the Relationship between Adolescents' Media Utilization and Critical Media Understanding (청소년의 미디어 활용 능력과 비판적 미디어 이해 능력의 관계에서 자아존중감과 인지욕구의 매개효과)

  • Kim, Dasol
    • Korean Educational Research Journal
    • /
    • v.43 no.1
    • /
    • pp.29-57
    • /
    • 2022
  • This study was conducted to determine the effects of adolescents' media literacy, self-esteem, and cognitive related to on critical media understanding ability using data from the Korea Media Panel Survey 2020. As a result of the study, PC literacy and smart device literacy influenced adolescents' critical media literacy. The mediating effect of cognitive needs between Internet literacy and critical media understanding ability using PCs and smart devices was significant, and the mediating effect of self-esteem between email literacy using PCs and smart devices and critical media understanding ability was significant. Therefore, to improve adolescents' critical media understanding ability, it is necessary to educate them to use PCs and smart devices as tools for interaction. To this end, it is desirable for information and technology subjects to focus on media literacy to increase cognitive needs, and for other subjects, cooperative learning using media is desirable.

Study on Curator of Tourist Attractions using Chatbot (관광지 교육을 위한 교육용 챗봇 큐레이터)

  • Park, Jong-hyun;Kim, Im-yeoreum;Ryu, Gi-Hwan
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.303-308
    • /
    • 2022
  • A chatbot is a responsive chatting program that can communicate with people through text or voice. 'Siri' and 'Bixby' installed in smartphones are also representative artificial intelligences that use the chatbot system. With the rapid development of chatbots, users in various fields have also begun to pay attention to the food service industry. As machine learning technology developed, it became possible to use more flexible conversations, and it soon expanded to the realm of education. Userㄴs interact through conversations with chatbots, and active interactions stimulate users' desires and at the same time have a positive effect on learning motivation. Recommendation system programs using chatbots not only recommend products according to users' preferences, but also provide various additional information. This study planned a program that combined the chatbot system and tourism service. The chatbot curator will develop into a form of inducing interest and curiosity to users through learning, and then facilitating the desire for tourism. The purpose of this study is to lay the foundation for a chatbot curator based on previous studies.

Study on Curator of Tourist Attractions using Chatbot (관광지 교육을 위한 교육용 챗봇 큐레이터)

  • Park, Jong-hyun;Kim, Im-yeoreum;Ryu, Gi-Hwan
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.843-848
    • /
    • 2022
  • A chatbot is a responsive chatting program that can communicate with people through text or voice. 'Siri' and 'Bixby' installed in smartphones are also representative artificial intelligences that use the chatbot system. With the rapid development of chatbots, users in various fields have also begun to pay attention to the food service industry. As machine learning technology developed, it became possible to use more flexible conversations, and it soon expanded to the realm of education. Userㄴs interact through conversations with chatbots, and active interactions stimulate users' desires and at the same time have a positive effect on learning motivation. Recommendation system programs using chatbots not only recommend products according to users' preferences, but also provide various additional information. This study planned a program that combined the chatbot system and tourism service. The chatbot curator will develop into a form of inducing interest and curiosity to users through learning, and then facilitating the desire for tourism. The purpose of this study is to lay the foundation for a chatbot curator based on previous studies.

Exploring the Effect of Interaction between a Sense of Community and Marital Intimacy on the Learning Participation Motive : Focused on Church Family Ministry Program Participants (학습참여동기에 대한 공동체 의식과 부부 친밀감의 상호작용 효과 탐색 : 교회 가정사역 프로그램 참여자를 중심으로)

  • Lee, Chu Gang;Nam, Sunwoo
    • Journal of Christian Education in Korea
    • /
    • v.67
    • /
    • pp.117-156
    • /
    • 2021
  • This study was conducted in order to investigate the effect of interaction bewteen a Sense of Community and Marital Intimacy effect on learning participation motive in the church family ministry program. In this study, data from 607 people(male: 302, female: 305) nationwide churches and institutes participating in church family ministry program were collected as analysis targets. The produced results from this study are: First, Emotional connection, one of the Marital Intimacy, has meaningful effect (t=6.087, p<.001) on Continuous motivation, one of the learning participation motive. Second, Membership, one of the Sense of Community, has meaningful effect (t=3.343, p<.001) on Intrinsic motivation, one of the learning participation motive. Third, Influence, one of the Marital Intimacy, has meaningful effect (t=5.358, p<.001) on Extrinsic motivation, one of the learning participation motive.