• Title/Summary/Keyword: 작업몰입

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A Viewpoint Dependent Stereoscopic Display of a Building Within Semi-Immersive Virtual Environments (반몰입 가상환경에서 시점에 따른 건물의 입체 가시화)

  • 이선민;최수미;김명희
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.235-237
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    • 2001
  • 본 논문에서는 수평형 프로젝션 시스템인 상호작용형 워크벤치와 수직형 프로젝션 시스템인 프로젝션 월을 기반으로 하는 반몰입 가상환경을 구축하고 이를 기반으로 사용자의 시점에 따라 변하는 건물 모델을 입체적으로 가시화 하는 방법을 제시한다. 상호작용형 워크벤치는 일반적인 수직 디스플레이와 달리 수평면/경사면 디스플레이가 가능하고, 프로젝션 월은 널은 디스플레이 환경을 제공하므로 소규모의 공동작업에 용이하며 두 시스템 모두 반몰입감을 제공한다는 장점이 있다. 본 논문에서는 이러한 환경에서 주사용자의 위치와 시점 변화에 따라 달라지는 건물 모델을 실제 배경 영상과 합성한 결과를 제시한다.

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A Case Study of Group Music Psychotherapy for Improving Adolescents' Awareness of the Motivation Behind Their Excessive Online Gaming (게임 과몰입 청소년의 게임 이용동기 인식을 위한 그룹 음악심리치료 사례)

  • Song, Jisun
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.1-28
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    • 2020
  • This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.

A Study on the Use of Controllers for Each Industrial Process Work Process in Virtual Reality (가상현실에서 산업공정 작업 과정별 컨트롤러 활용에 관한 연구)

  • Lee, Seok-Hee;Kim, Daewoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.393-396
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    • 2021
  • 본 논문에서는 가상현실에서 작업 과정별 컨트롤러 활용에 관하여 연구한다. 가상현실은 실제와 유사한 공간적, 시간적 체험을 하게 하여 교육, 산업, 훈련, 관광 등 다양한 분야에서 가상현실을 활용하고 있다. 하지만 실제 작업 과정과 비교했을 때 컨트롤러의 모양, 진동, 시각효과, 소리 등 여러 차이로 인하여 몰입감이 떨어지는 상황이다. 본 연구에서는 그중에서 컨트롤러를 활용하여 실제 작업과정과의 차이를 줄이는 방법에 관하여 연구한다. 실제 작업 과정과 차이를 줄인다면 사용자에게 최적의 경험을 주고 현실 작업과 가상현실 작업과의 차이를 줄여 교육, 훈련, 산업 분야에 도움을 줄 수 있을 것으로 기대된다.

A Study of Development of Architectural Design Tool Using Immersive Virtual Reality Simulation (몰입형 VR(Virtual Reality)을 활용한 건축 설계 도구 개발에 관한 연구)

  • Goh, Il-Du;Kim, Jin-Wook;Lee, Seong-Ryeong
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2010.04a
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    • pp.141-144
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    • 2010
  • 건설공사 프로젝트는 기획, 설계, 시공, 운영 및 유지관리 등 각 단계의 다양한 참여 주제에 의해 프로젝트가 진행되고 각 분야 간 원활한 의사소통을 통한 협업으로 일을 진행해 나간다. 그러나 각 단계별 커뮤니케이션이 원활히 이뤄지기가 힘들며, 이러한 단계별 분절의 가장 큰 이유 중 하나가 실제적 결과물은 3차원 기반인 것에 비해, 그 과정이 2차원 CAD 시스템에 의존하는 결과와 과정의 격차 때문이다. 그로 인해 각 관련 분야에서 발생되는 정보의 불확실성, 부정확성, 표현의 애매모함 등으로 인해 재작업 및 불필요한 작업이 빈번히 발생하여 전체적인 공정의 지연 및 비용의 문제, 결과물의 품질에 대한 문제가 발생하고 있다. 또한 도면에서의 한계점인 거리감, 공간감 등 실제 사람이 느끼는 Scale감을 알 수 없어 공간에 대한 이해도가 떨어지는 한계점을 극복하지 못하고 있으며 1인칭 작업운영 방식으로 인하여 협업 설계과정에서 원활한 팀워크를 유도 할 수 없다. 따라서 본 연구에서는 협업설계 과정에서 기본설계 단계를 지원하는 설계 도구로서 건축모델의 단순 시각화에서 벗어나 가상공간에서 몰입형 VR 시뮬레이션을 구현하기 위하여 프로토타입 응용을 개발 하였고, 이것을 "Digital Studio"에 구현하여 즉각적인 공간 시뮬레이션을 통하여 실제 시공 전에 문제점들을 검토 및 보완하고 전체적으로는 생산성 향상과 설계 과정 중 오류를 최소화하기 위한 VR시뮬레이션 시스템의 제안 및 Viewer 모듈을 개발 하였다.

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Engagement classification algorithm based on ECG(electrocardiogram) response in competition and cooperation games (심전도 반응 기반 경쟁, 협동 게임 참여자의 몰입 판단 알고리즘 개발)

  • Lee, Jung-Nyun;Whang, Min-Cheol;Park, Sang-In;Hwang, Sung-Teac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.17-26
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    • 2017
  • Excessive use of the internet and smart phones have become a social issue. The level of engagement has both positive and negative effects such as good performance or indulgence phenomenon, respectively. This study was to develop an algorithm to determine the engagement state based on cardiovascular response. The participants were asked to play a pattern matching game and the experimental design was divided into cooperation and competition task to provide the level of engagement. The correlation between heart rate and amplitude was analyzed according to each task. The regression equation and accuracy were verified by polynomial regression analysis. The results showed that heart rate and amplitude were positively correlated when the task was a game, and negatively correlated when there was a reference task. The accuracy of classifying between game and reference task was 89%. The accuracy between tasks was confirmed to be 76.5%. This study is expected to be used to quantitatively evaluate the level of engagement in real time.

Influence of Upper extremity function, Activities of Daily Living, Therapeutic Flow and Quality of Life in Stroke patients (뇌졸중 환자의 상지기능, 일상생활활동, 치료적 몰입이 삶의 질에 미치는 영향)

  • Kim, Ji-Hoon
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.417-425
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    • 2018
  • The purpose of this study was to analyzed the correlation between upper extremity function, activities of daily living, quality of life and therapeutic flow in stroke clients and identify the factors influencing therapeutic flow. Total 249 stroke patients from 13 hospitals were measure at therapist and researcher for upper extremity function, activities of daily living, therapeutic flow and quality of life. Factors that affect the quality of life correlation as s result of positively correlated with upper extremity function(r=.312, p<.001), activities of daily living(r=.605, p<.001), therapeutic flow(r=.525, p<.001). And the effect on quality of life in stroke clients variables affecting therapeutic flow(${\beta}=.344$, p<.001), activities of daily living(${\beta}=.293$, p<.05) and Time since of onset(${\beta}=.145$, p<.05) were the order of analysis. The regression model explained 35.9% of variances(F=35.736, p<.001). Therefore, it was found that therapeutic flow in stroke clients is an important factor for quality of life, future therapeutic flow study will continue to be needed.

IFX : FEM/CFD visualization system for Desktop-Immersive environment collaborative work (IFX : 데스크탑 - 몰입 환경 간 협업을 위한 FEM/CFD 가시화 시스템)

  • Yun, Hyun-Joo;Wundrak, Stefan;Jo, Hyun-Jei
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.661-666
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    • 2007
  • 최근들어 제품을 개발하는 과정 중, 디자이너와 개발자, 의사 결정권자들이 FEM, CFD 시뮬레이션 결과를 리뷰할 때에 가상현실기술을 도입하는 사례가 늘고 있다. 몰입감을 높여주는 가상현실환경은 모델에 대한 해석 결과물을 정확하고 효과적으로 분석할 수 있도록 돕는다. 데이터의 실제 크기와 같게 혹은 그보다 더 크고 자세한 이미지를 제공하는 가상현실 몰입환경은 사용자가 데스크탑 환경만을 사용할 때 경험할 수 없는 높은 사실감을 제공함으로써 사용자에게 시각적인 만족감을 줄 수 있다. 하지만 데스크탑 환경에 비해 해상도가 낮고, 어두운 곳에서 스테레오 안경이나 HMD(Head Mounted Display), Data glove등을 착용해야 하는 불편함과 멀미, 시각적인 피로, 방향감각 상실로 대표되는 가상멀미 등으로 인해 장시간 사용에 어려움이 있다. 데스트탑 환경에서의 데이터 리뷰는 고해상도 이미지 분석은 가능하지만, 입체감이 떨어지기 때문에 리뷰 데이터의 실제감이 떨어진다. 이와 같은 문제점들을 보완하기 위해서 본 논문에서는 데스크탑 환경과 가상현실 환경 간의 협업이 가능한 FEM/CFD 가시화 시스템을 제시한다. 본 시스템은 가상현실 몰입환경에서 해석 데이터를 단순히 가시화하는 것뿐만이 아니라, 데스크탑 시스템과 동일한 3D 인터페이스 구조를 제공한다. 따라서, 해석 결과 분석을 위한 동일한 post-processing 작업이 네트워크로 연결된 원격 공간의 사용자들이 사용하는 시스템들 사이에서 실시간으로 진행될 수 있다.

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The Organization Commitment and Perception of Human Resource Management by Employment Types of School Foodservice Employees (학교급식 직원의 고용유형에 따른 인적 자원 관리 활동에 대한 인식과 조직 몰입도)

  • Lee, Ok;Cho, Minju;Chang, Hyeja
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.43 no.1
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    • pp.162-171
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    • 2014
  • As the foodservice industry is labor intensive, the efficient management of human resources is an essential element for improving operational efficiency. This study was designed to investigate the performance level of human resource management in self-operated school foodservices and to examine the relationship between human resource management, organizational commitment, and productivity. Whether these factors rated differently by employment and job types was also examined. Data were collected through questionnaires distributed to 60 dieticians and 240 cooks in Seongnam and Yongin. Frequency analysis, factor analysis, the t-test and multiple regression analysis were tested using Minitab. Human resource management practices rated highly in the dimension of employee training (3.51), followed by working environment (3.39), and turnover management (3.37). In contrast, reward management (1.73) and working condition (1.56) received the lowest score. Organizational commitment scored 3.65 points, and showed that dedication (3.82) was the highest score; however, self-esteem (3.50) was the lowest score. For human resource management, there were significant differences between employment types as full time workers (3.85) rated management more highly than part-time worker (3.43). Overall productivity was fairly high, especially in high school foodservices. Only the performance appraisal had an influence on organizational commitment (${\beta}$=0.292, P<0.05). Productivity was positively correlated with human resource management (r=0.432, P<0.001) and organizational commitment (r=0.36, P<0.01). In conclusion, school foodservices need to establish objective performance standards, and increase employee morale by enhancing reward systems and working conditions. In particular, irregular employees require training with job performance standards and given a proper reward program, depending on their performance, to improve organizational commitment.

A Study on Appreciative Leadership for Employee Engagement (긍정탐구리더십이 종업원 인게이지먼트에 미치는 영향)

  • Kim, Jin-Wook;Chang, Young-Chul;An, Chi-Sung;Cho, Young-Duke
    • Management & Information Systems Review
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    • v.33 no.2
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    • pp.81-100
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    • 2014
  • Studies on Appreciative Leadership have recently started in Korea as well. A leader in Appreciative Leadership is defined as a person who can effectively handle a mixture of various styles of leadership and suggest advice and future directions (Withney and Trosten-Bloom, 2010). Also, Appreciative Leadership can be explained as one way of appreciative leadership behavior which enables constructive accomplishment of mutually creative tasks for future through growth based on individuals' strengths, as well as a shared value system with organizational goals for all (Withney and Trosten-Bloom, 2010). Appreciative Leadership leads members of an organization toward positive inquiries and open discussions so that they become fully engaged in the organization while Appreciative Leader motivates and inspires his/her members and enables them to feel that they are of value to the organization. Study results show that Inspiration among sub factors of Appreciative Leadership has a positive impact on employees' engagement in the organization and their tasks while Inquiry positively influences in employees' organizational engagement.

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A Study on The Effect of Organizational Culture on Job Satisfaction and Organizational Commitment In ICT Enterprises (ICT 기업의 조직문화가 조직구성원 직무만족과 조직몰입에 미치는 영향에 관한 연구)

  • Lee, Yoeng-Taak
    • Management & Information Systems Review
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    • v.36 no.4
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    • pp.149-166
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    • 2017
  • The purpose of this study puts stress on effects of job satisfaction and organizational commitment depending on the type of organizational culture of ICT enterprises. This study utilized the 6th Human Capital Corporate Panel(HCCP) data from Korea Research Institute for Vocational Education & Training to analyze the effects of organizational culture in ICT enterprises on the job satisfaction and organizational commitment. The Samples are managers, supervisor, and employees in ICT industries who replied thorough the 6th HCCP. Answers from 875 people, except inappropriate answers, were used to test a hypothesis. In order to do that, reliability analysis and correlation analysis and regression analysis, utilizing the SPSS 24.0 & Amos 18.0, were used to analyze the effects of organizational culture on the job satisfaction and organizational commitment in ICT enterprises. With the purpose of this study, organizational cultures in ICT enterprises have different effects on job satisfaction and organizational commitment. The group culture, development culture, rational culture and hierarchy culture have a positive effects on job satisfaction. And the group culture, development culture and rational culture have a positive effects on organizational commitment. Whereas, hierarchy culture have no effects on organizational commitment. Also, job satisfaction have a positive effects on organizational commitment. Among four cultures of ICT enterprises, the importance of group culture should be stressed. According to the result of empirical analysis, group culture has the most positive impact on job satisfaction, contrary to the expectation that development culture might be the one. So far, the group culture, which emphasizes organizational flexibility, integration, trust, teamwork, high participation, royalty and morale, have positive impact on the organizational employees the most.

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