• Title/Summary/Keyword: 심리적 재미

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A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

A Case Study on Child-Friendly Public Design in The Surrounding Areas of Shenzhen Elementary Schools in China (초등학교 주변구역의 아동친화도시형 공공디자인에 관한 연구 -중국 선전시(深圳市)를 연구대상으로-)

  • Zhao, Duo-Duo;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.354-366
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    • 2020
  • It is the purpose of this study to propose improvement options and guidance methods for public design around elementary schools from the perspective of child friendly cities. The study first takes the Convention on the Rights of the Child as a benchmark, and integrates relevant United Nations documents on child friendly cities and those on child friendly cities in Shenzhen to derive five principles of public design around child friendly schools, namely, safe environment, protective measures, pedestrian friendly environment, independent environment for going out, convenient and fun environment. Subsequently, this study investigates the public design of 25 elementary schools in Futian District, Shenzhen, China, evaluates the quality level of public design according to the five principles, and points out the problems that exist in public design with lower quality level. Furthermore, in response to the existing problems of public design around elementary schools in Shenzhen, this study improves them from three aspects: public space, public facilities and public media design. More importantly, the design reinforces the safety and child protection of the environment, facilitates children's walking and independent going out, and provides a convenient and fun design that meets the physical and psychological needs of children, designed to be child-friendly. Not only does this design provide guidance for the construction of the environment around the elementary school in Shenzhen, but also provides guidelines for the construction of a child-friendly city in Shenzhen.

Analysis of the self-concept in the cyberspace, self-efficacy, relationship with friends, subjective well-being and academic grade: Comparison of adolescents who are addicted to Internet to non-addicted adolescents (청소년의 사이버 자기개념,자기효능감, 친구관계, 주관적안녕감과 학업성취도: 인터넷 중독인식집단과 비중독집단의 비교)

  • Uichol Kim;Young-Shin Park;Soo-Yeon Tak;Jung-Hee Kim;Mi-Seon Oh
    • Korean Journal of Culture and Social Issue
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    • v.19 no.2
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    • pp.285-318
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    • 2013
  • The purpose of this research is to examine the self-concept in the cyberspace, self-efficacy, relationship with friends, subjective well-being and academic grade among adolescents who are addicted to Internet and those who are not addicted to Internet. A total of 1,057 adolescents (male=545, female=512), 326 from middle school, 361 from high school, and 370 from special education school, participated in the study. The results are as follows. First, qualitative analysis of the conception of self in the cyberspace indicates that those adolescents addicted to Internet reported that in the cyberspace they have fun, followed by they are the same as in real life, they spend time in cyberspace and they can become an imaginary person. Those adolescents not addicted to Internet reported that in the cyberspace they are the same as in real life, followed by they spend time in cyberspace and they can become an imaginary person. When they play Internet games, majority of adolescents in both groups reported that it is fun, followed by they become engrossed and they become aggressive. Second, those adolescents who are not addicted to Internet had higher scores on self-efficacy than those adolescents who are addicted to Internet, including self-regulatory efficacy for learning, relational efficacy, and resiliency of efficacy. Third, the number of friends and close friends that adolescents who are not addicted to Internet were not significantly different from those adolescents who are addicted to Internet. However, those adolescents who are not addicted to Internet were more likely receive social support from friends and were less likely to be social excluded than those adolescents who are addicted to Internet. Fourth, those adolescents who are not addicted to Internet had significantly higher scores on subjective well-being than those adolescents who are addicted to Internet. Fifth, those adolescents who are not addicted to Internet had significantly higher scores on both subjective and objective academic grade than those adolescents who are addicted to Internet.

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New Fact and Experience About The Tennis Lesson Using Tool (도구를 활용한 테니스 교수법이 가져다준 새로운 사실과 경험)

  • Shin, Myoung-Jin;Shim, Yun-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.388-397
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    • 2012
  • The tennis was one of the most popular sport in the general physical education lesson. However there are many problems such as difficult of improvement tennis skill, lack of class days and so many students in a class. These reasons could ultimately damage the overall quality of class. The purpose of this research was to beginner students was fun and easy to learn. The tennis lesson using tools were 1.selective hitting ball, 2. high net hitting ball, 3. hitting orange ball. Scores of the experimental group(n=23) and the control group(n=21) were compared. In order to verify course content was the same 15 weeks, conducted a tennis teaching methods to take advantage of the tools. And tools to take advantage of the students who participated in a class analysis of the qualitative data (interviews, documents, questionnaires, observations, journals). As a result, the satisfaction scores of the experimental group were higher than those of the control group. The tennis lesson using tools to take positive effect(meaning, improved skill, easy, fun/curious/confident) and negative effect(difficulties of adaptation, a high challenge level) was induced. In summary of the quantitative/qualitative data 'Orange Ball' has a positive impact on the girls than boys and teaching methods using tools gave generally positive influence to students.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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A Study on Chatbot Profile Images Depending on the Purpose of Use (사용 목적에 따른 챗봇의 프로필 이미지 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.118-129
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    • 2018
  • In AI chatbot service via a messenger, a profile image of the chatbot is the first thing that users see to communicate with the chatbot. This profile image not only manages an impression about the profile owner in SNS on followers, but also makes an important impression about chatbot services on users. Thus motivated, this study investigates proper profile images tailored for the types of chatbot services and users. Specifically, I reviewed the preferred images and expressions of chatbots for each purpose of chatbot service. Then, in a case study, I collected and analyzed the representative chatbot profile images for the purpose of fun and counseling. The profile images are categorized as robot, human, animal, and abstract images. Based on these categories, I surveyed the preferred profile image of the chatbot service in either the text type or image type alternatives. For the purpose of fun, in the text version, I found that both men and women preferred a human image to others. However, in the image version, men preferred woman and robot images while women preferred cute animation character and robot images. For counseling services, both men and women preferred woman and animal images most, which is similar to the results of the text version of questionnaires as well. While both genders consistently preferred real photo images, women tend to like abstract images more than men do. I expect that the results of this study would be useful to develop the proper profile images of AI chatbot for each service purpose.

The Effect of Career Counseling Program Using Vocational Cards On the Career Maturity of Elementary School Children (직업카드를 활용한 진로상담프로그램이 초등학생의 진로성숙도에 미치는 효과)

  • Kang, Young-Ja;Cho, Bung-Hwan
    • The Korean Journal of Elementary Counseling
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    • v.7 no.2
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    • pp.181-196
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    • 2008
  • The purposes of this study were to develop vocational cards for elementary school children as a useful means to be applicable to elementary career counseling, to carry out a career counseling program by using vocational cards, and ultimately to determine the effect of the program on the career maturity of elementary schoolers. After job selection criteria were prepared in light of the characteristics of different occupations, changing business world and school children, how many number of vocational cards would be suitable for elementary schoolers was decided, and leading occupations were selected according to Holland classification in consideration of promising job list for the future, analysis of schoolbook and dream job among school children. And then what should be described on vocational card was determined, and their size was selected. Students who participated in the career counseling program based on vocational cards were significantly different in career maturity from others who didn't. To improve the reliability of quantitative approach, the students were asked to describe how they felt, and they made a positive assessment of the program as they found it to be interesting and of use for their understanding of themselves and business world. In conclusion, the vocational card for elementary middle-year students developed in this study catered to the career development stage of elementary schoolers, and the career counseling program using the vocational cards had a positive effect on enhancing the career maturity of children.

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A Study on the Conflict of Family Support in the Novels of Park, Wan - Se (박완서 소설에 나타난 노인에 대한 가족부양 갈등 연구)

  • Oh, Joon Shim;Kim, Seong Yong
    • 한국노년학
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    • v.29 no.4
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    • pp.1341-1359
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    • 2009
  • In the wake of the radical structural change of the society, problems in family support for the old aged have arisen. Against this backdrop, the aim of this study was to examine aspects of the conflicts in family support focusing on novels by Park Wan-seo, and to analyze the expression of the family support awareness within the social consciousness. It selected the works that contain the contents of the elderly's support among 92 short stories, which were published from 1970s and 2006. The short novels that are contained the elderly's support are 9; , , , , ,

A Study On the Effects of Game Players' Environment on their Game Experience and Overindulgence in Games (게임 이용자의 환경이 게임 이용 및 과몰입에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.63-76
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    • 2015
  • The purposes of this study are, firstly, to investigate the relationship between the online and mobile game players' psychological aspects (reference group, government regulation, game contents) and their game experience and overindulgence in games and, secondly, to suggest possible ways to reduce overindulgence in games. The implications of this research are as follows; Firstly, families and school authorities should strive to make sports and other pastime activities popular among peer groups rather than allowing online and video games to become only source of popularity among peer groups. Secondly, it is better for families members to establish a set of rules for controlling their children's time spent on online and mobile games rather than entirely forbidding the games. Family members should also strive to have more family conversations and to find a common source of interests. Thirdly, government should strive to develop policy responses to the overindulgence in games based on practical research and analysis. Fourthly, game makers should pay more attention to the components and expressions used in their games so as to draw game players' interests to the story and design of the games. Game makers also need to consider elements in their games that may potentially cause overindulgence in the development stage. Lastly, game players should strive to find new leisure activities besides online and mobile games that they can enjoy and have good experience with.

User Centered Interface Design of Web-based Attention Testing Tools: Inhibition of Return(IOR) and Graphic UI (웹 기반 주의력 검사의 사용자 인터페이스 설계: 회귀억제 과제와 그래픽 UI를 중심으로)

  • Kwahk, Ji-Eun;Kwak, Ho-Wan
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.331-367
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    • 2008
  • This study aims to validate a web-based neuropsychological testing tool developed by Kwak(2007) and to suggest solutions to potential problems that can deteriorate its validity. When it targets a wider range of subjects, a web-based neuropsychological testing tool is challenged by high drop-out rates, lack of motivation, lack of interactivity with the experimenter, fear of computer, etc. As a possible solution to these threats, this study aims to redesign the user interface of a web-based attention testing tool through three phases of study. In Study 1, an extensive analysis of Kwak's(2007) attention testing tool was conducted to identify potential usability problems. The Heuristic Walkthrough(HW) method was used by three usability experts to review various design features. As a result, many problems were found throughout the tool. The findings concluded that the design of instructions, user information survey forms, task screen, results screen, etc. did not conform to the needs of users and their tasks. In Study 2, 11 guidelines for the design of web-based attention testing tools were established based on the findings from Study 1. The guidelines were used to optimize the design and organization of the tool so that it fits to the user and task needs. The resulting new design alternative was then implemented as a working prototype using the JAVA programming language. In Study 3, a comparative study was conducted to demonstrate the excellence of the new design of attention testing tool(named graphic style tool) over the existing design(named text style tool). A total of 60 subjects participated in user testing sessions where their error frequency, error patterns, and subjective satisfaction were measured through performance observation and questionnaires. Through the task performance measurement, a number of user errors in various types were observed in the existing text style tool. The questionnaire results were also in support of the new graphic style tool, users rated the new graphic style tool higher than the existing text style tool in terms of overall satisfaction, screen design, terms and system information, ease of learning, and system performance.

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