• Title/Summary/Keyword: 전공몰입 경험

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The Impact of Metaverse Presence on Immersion and Intention to Continuous Use (메타버스 이용자의 프레즌스 경험이 몰입과 지속이용의도에 미치는 영향)

  • Mideum Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.581-588
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    • 2024
  • Metaverse technology, heralded as the fourth major innovation in computing following personal computers, the internet, and mobile devices, has realized a three-dimensional virtual world where communication with others as well as social, cultural, and economic activities of the real world can take place. While platforms like Zepeto, launched in 2018, and Animal Crossing: New Horizons, released in 2020, initially became popular among younger generations, concerns about declining investment and usage rates of the metaverse have become apparent since 2023. This study examines the impact of metaverse users' sense of presence on their immersion and intention to continue using these platforms.

A study on the relationship between learning flow, learning satisfaction, academic self-efficacy, academic achievement, and academic stress of nursing college students who experienced online lectures in a non-face-to-face learning environment (비대면 학습환경에서 온라인 강의를 경험한 간호대학생들의 학습몰입, 학습만족도, 학업적 자기효능감, 학업성취도, 학업스트레스간의 관계연구)

  • Yang, Seung Ae
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.63-73
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    • 2023
  • The purpose of this study is to identify the level of learning flow, learning satisfaction, academic self-efficacy, academic achievement, and academic stress of nursing students who experienced non-face-to-face online lectures, and to investigate the correlation between variables and the factors affecting academic stress. The data of this study was collected from 143 students at a nursing college in Seoul, through a Google online questionnaire from September 1, 2023 to September 25, 2023, and descriptive statistics, Student's t-test, analysis of variance, Pearson's Correlation, and linear multiple regression were conducted using SPSS Statistics 25.0. Following an analysis of the difference according to general characteristics, academic stress showed significant difference according to Motivation for applying to department(F=4.465, p=.005) and Major satisfaction(F=36.499, p=.000) of the subjects. The result of analyzing the correlation academic stress was negatively correlated with learning flow (r=-.464, p<.010), academic self-efficacy (r=-.522, p<.010), and academic achievement (r=-.379, p<.010), but learning satisfaction was not correlated with academic stress. Variables affecting academic stress were major satisfaction (𝛽=.367, p<.01), learning flow (𝛽=-.186, p<.05), and academic self-efficacy (𝛽=-.241, p<.05), and the explanatory power for academic stress was 40%. The results of this study can be used as basic data for intervention programs for relieving academic stress of nursing students.

The Impacts of Chinese Student's Leaning Flow and Leaning Interest on Person-Organizational Fit: Centered on the modulating effect of self-efficacy (중국유학생의 학습몰입 및 학습흥미가 개인-조직적합성에 미치는 영향 -자기효능감의 조절효과를 중심으로-)

  • Jang, Jun-ho;Xue, Jia
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.269-274
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    • 2022
  • With the advent of the Fourth Industrial Revolution modern society demands global convergence talent with expertise. The purpose of this study is to suggest the Person-organizational Fit can be enhanced only when university institutions enhance the learning flow and learning interest of Chinese students. Only when the suitability of Chinese students and Univ. is good will it be of great help to the educational performance and administrative management of international students, and the learning atmosphere and university image can be promoted. However, international students with excessive self-efficacy may have a negative effect on Person-organizational Fit to making it difficult to educate and manage students. On the other hand, for international students with low self-efficacy, the higher the immersion in learning, the higher the individual-organization (Univ) suitability.

The Effect of Presence Experience of Virtual Reality Sports Class on Pleasure, Flow, and Intention to Participate in Sports Activity (가상현실 스포츠실 수업의 프레즌스 경험이 즐거움, 몰입 및 스포츠 활동 참여의도에 미치는 영향)

  • Hwa-Ryong-Kim;Sang-Yong Yoon
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.2
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    • pp.268-276
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    • 2023
  • The purpose of this study is to investigate how the presence experience of virtual reality sports room class affects the intention to participate in sports activities when pleasure and immersion are experienced. For the survey, a total of 300 people, 60 copies each, were sampled for the upper grades of elementary school, and a total of 276 copies of data were used for the study, excluding 24 copies with insincere answers from among the questionnaires. The data processing used in this study was SPSS ver. 24.0 and AMOS ver. 24.0 Statistical program was used to perform confirmatory factor analysis, frequency analysis, Cronbach's α coefficient calculation, correlation analysis, and structural equation model analysis. Through this procedure, the following results were derived. First, the presence experience of the virtual reality sports room class had a positive effect on enjoyment. Second, the relationship between enjoyment and immersion in virtual reality sports room classes had a positive effect. Third, the enjoyment of the virtual reality sports room class had a positive effect on the intention to participate in sports activities. Fourth, the class immersion of the students who participated in the virtual reality sports room had a positive effect on their intention to participate in future sports activities.

A Study of Reliability and Validity of the Learning Satisfaction and Learning Flow Scale in Korean Medical Ophthalmology & Otolaryngology and Dermatology (안이비인후과목, 피부외과목의 전공만족 및 전공 몰입경험 척도의 신뢰도와 타당도 연구)

  • Kim, Chul-Yun;Kim, Nam-Kwen;Kwon, Kang;Seo, Hyung-Sik
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.28 no.2
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    • pp.54-65
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    • 2015
  • Objective : This Study was conducted in order to develop the Learning Satisfaction (LS)and Learning Flow Scale(LFS) for Korean Medical Ophthalmology & Otolaryngology & Dermatology and to investigate the reliability and validity. Methods : LF and LFS were administered to 44 students and 20 resident physicians . We examined the test-retest reliability, internal consistency and perfomed factor analysis. Result : 1. Test-retest reliability were reliable on LS and LFS for Korean Medical Ophathalmology & Otolaryngology.2. Test-retest reliability were unreliable comparatively on LS and LFS for Korean Medical Dermatology.3. internal consistency were all reliable in LS and LFS Korean Medical Ophthalmology & Otolaryngology & Dermatology.4. factor analysis were reliable only LS of Korean Medical Dermatology. Conclusions : LS and LFS has reliability to measure learning satisfaction and learning flow of Korean Medical students. But there is no evidence about validity of LS and LFS for Korean Medical Ophthalmology & Otolaryngology & Dermatology.

Effects of Shopping Flow in Experiential Fashion Stores on Brand Advocacy - Multi-mediating Effects of Emotional Response, Experimental Shopping Value, and Store Attachment - (체험형 패션 매장에서의 쇼핑몰입이 브랜드 옹호행동에 미치는 영향 - 감정반응과 경험적 쇼핑가치 및 점포애착의 순차적 다중매개 효과 검증 -)

  • Choi, Mi Young;Kim, Woo Bin
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.431-442
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    • 2022
  • Despite the rapid reorganization of the center of consumption online, the fashion industry is still strengthening brand marketing using offline stores. This study investigates the psychological mechanisms of shopping flow by three mediators that influence the e-word of mouth(e-WOM) as a marketing performance variable in recent marketing. Data collection was conducted online for 241 women in their 20s and 30s. The significance of multi-mediated pathways was verified using Process 3.5 Model 6. The results for multiple mediation paths are as follows. First, the direct effect of shopping flow on brand advocacy was not significant. Second, analysis of the significance of the indirect effect via simple mediation found that the path mediated by shopping value in the path from the shopping flow to brand advocacy was significant. Third, analysis of the indirect effect by double mediation revealed all three double mediating effects of shopping flow on brand advocacy were significant(emotional response and shopping value, emotional response and store attachment, shopping value and store attachment). Fourth, analysis of the significance of the indirect effect by sequential multiple mediation established the indirect effect leading to emotional response, shopping value, and store attachment was significant. These results indicate that the operation of an experiential fashion store is not just a means for sales, but a communication tool that improves and promotes the brand advocacy by providing brand experience in a store.

Effects of Physical Activity University Students on Time Perspective in Leisure Constraints and Leisure Flow (신체활동 대학생들의 시간관이 여가제약, 여가몰입에 미치는 영향)

  • Seo, Soo-Jin
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.567-579
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    • 2017
  • The purpose of this study was conducted to clarify physical activity university students on time perspective in leisure constraints and leisure flow. To achieve this purpose, subjects of this study were sampled 295 Physical Activity University Students participant using purposeful sampling method for 2 months from May to June of 2017. Using questionnaires stratified cluster random sampling in university students in D city and C city. The analysis method was used t-test, one-way ANOVA, multiple regression analysis, correlation analysis methods in order to solve problems of the study. According to the study Result, First, studies show that female have high levels of leisure constraints than males. Males have higher levels of leisure flow than females. The first grader show high level of individual constraints and past negation were also high. In the series of majors, natural affiliates and humanities are high in the past negation, present destiny, the service major currently high in pleasure and of leisure, autotelic experience of leisure flow. In the rhythmic type of Activity type, the past negation, present destiny and leisure constraints are highly likely to be higher. In the competitive have shown that is high. Second, leisure constraints on students' participation in physical activities have been found to have negative influence on their students. Third, leisure flow have shown that they have a positive effect on past affirmation and present pleasure.

Effect of usage motivation of luxury fashion brands' Instagram on flow, enjoyment, and purchase intention (럭셔리 패션 브랜드 인스타그램 계정 이용 동기가 소비자 몰입, 즐거움, 구매의도에 미치는 영향)

  • Lee, Eun-Jung;Baltabaveva, Bibigul
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.405-413
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    • 2021
  • In this study, based on the theory of use and satisfaction, the motives of consumers who use Instagram accounts for luxury fashion brands were classified and the effect of the flow state experienced according to the motives on the purchase intention and the enjoyment was empirically studied. As a result of the analysis, the conclusions obtained through this study can be summarized as follows. First, it was found that the motive for using Instagram, a luxury fashion brand, had a significant positive effect on flow, followed by social interaction motive, informational motive, and enjoyment motive. Among the motivations for use, it was confirmed that the motivation for social interaction had the greatest influence on flow. Second, when using the luxury fashion brand Instagram account, the state of consumer flow induces positive emotions such as pleasure, which has a positive effect on purchase intention. Third, age, which is a characteristic of luxury fashion brand Instagram account users, had a significant positive moderating effect on the relationship between informational motives and flow, and had a significant negative effect with playful motives. Through the results of this study, we contributed to the flow of previous related studies by empirically showing the dynamics of consumer psychology related to the use of luxury Instagram accounts.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.