• Title/Summary/Keyword: 완전몰입

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The Influence of Game Motivation on the Interpersonal Competence through Social Behavior in MMORPG (게임 이용 동기가 게임 내 사회적 이용 행동을 매개로 현실의 대인관계 유능성에 미치는 영향 : MMORPG를 배경으로)

  • Yang, Seo-Yun;Choi, Su-Mi
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.67-82
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    • 2020
  • This study looked at the influence of MMORPG's motivation on interpersonal competence through MMORPG's social usage. For this, 496 surveys were retrieved. As a result, the social usage of MMORPG was completely mediated in the relationship between motivation and interpersonal competence. The social usage of MMORPG has a positive full mediation effect on the relationship between the social relationships motivation and the interpersonal competence. And Immersion/Escapism motivation, the social usage of MMORPG has reduced the negative effect on the interpersonal competence.

A Study on the Relationship among Religious Commitment, Individual Traits, and Entrepreneurial Intentions of College Students in Korea (대학생의 종교몰입과 개인특성이 창업의지에 미치는 영향에 관한 연구)

  • Lee, Joo-Heon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.4
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    • pp.71-78
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    • 2016
  • Religion can affect on every day lives of individuals in society. Also, religion can affect on personal networks and the formation of a social culture that may lead to influence individual decision makers. Religion can influence values and ethics of people in society. However, according to the secularization hypothesis, as an economy becomes more efficient and the members of a society becomes more educated, the influence and control of religion over people tend to become diminished more. How is religion related with entrepreneurship? There are not so many empirical studies that examine relationship between religion and entrepreneurship. The purpose of this article is that we empirically examine how religious commitment, in addition to individual traits such as need for achievement, perceived creativity, problem solving ability and entrepreneurial parents or friends. Our study is based on survey sample of 229 college students in Korea. The results we found are as follows. First, religious commitment does not have effect on entrepreneurial intention. Also, religion commitment has no relationship with need for achievement, perceived creativity, problem solving ability, and entrepreneurial parents or friends. Second, consistent with previous studies, need for achievement and entrepreneurial parents or friends have meaningful effect on entrepreneurial intention. Third, perceived creativity is a full mediation variable between need for achievement and entrepreneurial intention.

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The Impact of Human Resource Development on Job Satisfaction and Organizational Commitment : Mediating Effects of Learning Culture (인적자원개발제도, 조직몰입, 직무만족 간의 관계 : 조직수준의 학습문화의 매개효과 검증)

  • Kim, Sung Hwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.3
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    • pp.119-128
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    • 2014
  • One of the theoretically and empirically grounded black boxes in HRD and firm performance link is employee' attitudes such as organizational commitment and job satisfaction. However, most studies were conducted with the regression analysis at the organizational level. This study used HLM(hierarchical linear modeling) analysis, which made it possible to estimate more accurate relationship between variables that were measured from two different levels. In addition, this study attempted to open an the black box(learning culture) in the relationship between HRD and employee attitudes. The result showed that the HRD have a positive effect on the organizational commitment and the job satisfaction. Also the HRD showed full mediation effect of organization commitment and the job satisfaction on the Learning culture. And the result showed that the HRD in 2007 have a positive effect on employee' attitudes in 2009. These findings concluded that systematic HRD like employee's education and training must be built and also the positive culture for employee's learning like support of management's learning organization must be improved in order to promote the organizational performance(organizational commitment, job satisfaction) in company.

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The Person-organization Fit and the Person-job Fit of Public Officials in Charge of Social Welfare Impact on Job Enthusiasm: Focused on the Mediation Effect of Organizational Committment (사회복지전담공무원의 개인-조직적합성과 개인-직무적합성이 직무열의에 미치는 영향: 조직몰입의 매개효과)

  • Kim, Jong Rae;Ham, Hyunjin
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.117-125
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    • 2020
  • In this paper, we wanted to look at the effects of person-organization fit and person-job fit of social welfare officials on the job enthusiasm, but also examine the mediated effect of organizational committment. The study found that person-job fit has a positive effect on the job enthusiasm of public officials in charge of social welfare, and that the mediating effect of organizational committment is also partially covered. However, person-organization fit does not have a direct impact on job enthusiasm, but has been shown to have a full mediated effect through organizational committment. As a result of these studies, social welfare officials are judged to lack consistency and affinity within the organization, while their individual abilities, purposes, and demands are in line with their duties and job enthusiasm for their duties. Therefore, it is necessary to provide support at the organizational level and to create a sense of unity in order to enhance the job enthusiasm of public officials in charge of social welfare.

A study on the Relationship between the Degree of Awareness on Low Carbon Green Growth and the Organizational Commitment Focused on the Traditional Retailers (전통시장 상인들의 저탄소 녹색성장에 대한 인식과 조직몰입의 관계에 대한 연구)

  • Yang, Hoe-Chang;Kim, Sung-Il;Park, Young-Ho;Lee, Shang-Nam
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.37-46
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    • 2011
  • Since the Korean retail industry was made accessible to the big conglomerates and foreign retail companies, local traditional markets have faced serious problems. To sustain the local traditional markets' survival, the Korean government established various remedial policies for addressing, and many scholars published articles to suggest how to find solutions to, the problem. Unfortunately, the results have not been satisfactory. The purpose of this study is to find another way to help the Korean traditional retail market, from the view point of the Green Growth Policy, an initiative designed to address environmentally balanced economic growth in Korea. In order to survive and to maintain sustainable growth, it is incumbent upon retailers in the traditional market to understand the concept of the Green Growth Policy. A survey was conducted as a means of testing the degree of awareness of the Green Growth Policy, as well as determining the relationship between the degree of awareness and the degree of organizational commitment by the retailers in the local traditional markets. Interestingly, we were able to detect some of the features (e.g., they were distinguished by the elderly and the young, as well as low level of education and high level of education) in the traditional market retailers' demographic characteristics. We utilized the analysis of variance (ANOVA) statistical method to simultaneously compare the differences in retailers' demographic characteristics; the results were as follows: Overall, the results showed that the awareness of the Green Growth Policy, the degree of trust in the government's policy, levels of self-efficacy, and levels of organizational commitment were higher with the older traditional market retailers than the younger traditional market retailers. Specifically, the degree of trust in government policies (F=9.964,p < .05), levels of self-efficacy (F=5.532,p < .05), and levels of organizational commitment (F=5.697,p < .05) were statistically significant. Moreover, in the portion of the study that addressed the difference between education levels, all the variables were averaged in the higher education category of the traditional market retailers. Specifically, awareness levels of the Green Growth Policy (F=8.564,p < .005) and levels of self-efficacy (F=6.754,p < .005) were statistically significant. These results revealed that the traditional market retailers' demographic characteristics should be considered important factors in order to realize their policy. The results of the study showed the following: 1) The degree of awareness of the government's Green Growth Policy was statistically significant as it related to traditional market retailers' organizational commitment. 2) The degree of trust of the government's policy was significantly moderated between the awareness of the government's Green Growth Policy and the traditional market retailers' organizational commitment. This result demonstrates that the traditional market retailers' awareness of the government's Green Growth Policy will show more organizational commitment with higher levels of trust of the government's policy. 3) It also revealed that traditional market retailers' self-efficacy was fully mediated between the awareness of the Green Growth Policy of the government and traditional market retailers' organizational commitment. The results suggest that the government should show an interest in showing traditional market retailers how to enhance their traditional markets. Implications and future research directions are also discussed.

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A Study on Parameters for Optimizing Cognitive Distance in Virtual Environment (가상공간에서의 거리감 인지 최적화를 위한 제어 요소 도출 연구)

  • Lee, Jung-Gi;Sul, Se-Hee;Kim, Nam-Gyu;Yang, Ungyeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1058-1059
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    • 2017
  • 현실의 물리적인 공간에서의 상호작용으로 얻은 경험을 가상현실에서 완전 몰입형 HMD를 착용한 사용자에게 동일하게 제공하기 위해서는 가상공간 내의 사물의 위치, 높이와 같은 거리감을 효율적으로 제공하는 것은 매우 중요하다. 본 연구에서는 사용자가 느끼는 실재와 가상 간 거리감 보정을 위한 제어 요소 도출을 위해 인체 데이터인 IPD, 키, 눈높이를 측정하여 실험에 반영한다. 실험 시 보다 높은 가상공간 상 거리감 인지를 위해 현실에서의 50cm, 100cm 거리감 인지 훈련을 수행한다. 실험자는 가상공간 상에서 85cm 거리에 위치한 판자를 시각적으로 가늠 후 인지한 만큼 이동하게 되고 그 거리를 측정한다. 측정된 데이터들을 바탕으로 한 분산 분석을 통해 각 데이터 간의 관계를 파악한다.

Trends of VR/AR Wearable Display Technology (VR/AR 착용형 디스플레이 기술동향)

  • Yang, U.Y.;Kim, K.H.
    • Electronics and Telecommunications Trends
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    • v.31 no.4
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    • pp.13-22
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    • 2016
  • 다수의 미디어와 기술 시장 보고서가 2016년을 가상현실(Virtual Reality: VR) 기술이 대중화되는 원년으로 전망하고 있다. 착용형 디스플레이는 컴퓨터로 시뮬레이션되는 가상의 콘텐츠 세계와 현실의 사용자를 연결하는 대표적인 VR 인터페이스 장치이다. 일정 수준 이상의 사용성을 제시하는 데에 필요한 기술의 진입 장벽이 낮아지면서 다양한 소비자 제품들의 시장 출시가 진행 중이고, 주요 업체들은 킬러 콘텐츠 발굴과 함께 새로운 산업 생태계 구축에 역량을 집중하고 있다. 선도적인 연구그룹들은 차세대 가상/증강현실(VR/AR) 인터페이스의 구현 목표를 가볍고 휴대성이 우수한 안경형 디스플레이에 두고 있으며, 모니터 및 키보드와 마우스를 벗어난 다양한 입출력 기술을 개발하고 있다. 본고에서는 VR 시장의 중심이 되고있는 완전몰입형 디스플레이(Head Mounted Display: HMD) 현황을 정리하고, 향후 AR 시장으로의 확대에 기반이되는 안경형 디스플레이(Eye Glasses-type Display: EGD) 기술의 연구개발 동향을 정리한다.

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Fusion of point cloud and integral-imaging technique for full-parallax 3D display (완전시차를 가지는 3 차원 디스플레이를 위한 포인트 클라우드와 집적영상기술의 융합)

  • Hong, Seokmin;Kang, Hyunmin;Oh, Hyunju;Park, Jiyong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.292-294
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    • 2022
  • 본 논문은 3 차원 이미징 기술과 컴퓨터 그래픽스 기반의 시뮬레이션 분야에서 매우 성공적인 두 기술의 융합을 기반으로 진행한 연구를 제안한다. 먼저 3 차원 디스플레이 시스템에 재생할 집적 영상 이미지를 생성하는 방법에 대해 설명한다. 이는 3 차원 포인트 클라우드에서 가상 핀홀 배열로 입사각을 역투영하는 계산방식을 통해 해당 이미지를 생성한다. 우리는 재생되는 3 차원 영상의 초점면을 자유롭게 선택하는 방법에 대해서도 설명한다. 또한, 복수의 관찰자에게 동시에 다양한 시점 정보를 기반으로 몰입감 넘치는 3 차원 영상을 제공하는 3 차원 디스플레이 시스템을 소개하고, 다양한 실험결과를 기반으로 결론을 제시한다.

Chinese FDI in Africa (아프리카에 진출한 중국기업의 해외직접투자에 관한 연구)

  • Park, Chong-Don
    • International Commerce and Information Review
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    • v.16 no.1
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    • pp.25-42
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    • 2014
  • Since the reform and opening up in 1978, Chinese economy has been increasing rapidly with a high growth rate, but after 2012 the growth rate decreased as the reform of economic system. While economy in Africa began booming since 2000. Influenced by Global Financial Crisis and European Debt Crisis, economy in Africa slightly slowed down, but it was rebounding apparently from 2010. The urgent demand for energy and the sharp increasing in foreign exchange reserve pushes China to seek overseas markets. As Africa keeps a well relationship with China and the complementarity between China and Africa economy, Africa becomes one of the target markets for China's foreign development. Recently more and more enterprises begin to invest in Africa market. But till now the study on Africa mainly focuses on theoretical research based on real cases, and empirical research are very few and need to be increased. This thesis studies the influence of enterprise feature; local market feature and investment in foreign market on the result satisfaction of Chinese enterprises that invest in Africa markets. At the same time this thesis also studies and analyzes the market access strategy and marketing strategy for Chinese enterprises after entering overseas markets and put forward effective recommendation and suggestion for these enterprises. In order to proceed this study, 317 Chinese enterprises which invest in Africa have been investigated by me. And frequency analysis, reliability analysis, factor analysis, and simple regression analysis have also been conducted by SPSS18.0 APP to verify the hypothesis. The study result suggests that onlu investment in foreign market affects the Performance satisfaction of Chinese enterprises. And the market access strategy and marketing strategy play a role of the mediational effects when Chinese enterprises are investing in Africa.

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A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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