• Title/Summary/Keyword: 콘텐츠 몰입

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The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

The Effects of YouTube Summary Contents Features and Contents Provider Credibility on Users' Flow and Satisfaction (유튜브 서머리 콘텐츠 특성과 콘텐츠 제공자 신뢰성이 이용자 몰입과 만족에 미치는 영향)

  • Jeong, Yu-Jin;Lee, Nam-Jung;Lee, Jung-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.35-44
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    • 2021
  • Previous studies have studied short videos, short form content, snack culture and so on, but few studies have been conducted on the form of summary content that compressing and summarizing the original content. This study aims to contribute to the revitalization of the summary content market by exploring ways to enhance user satisfaction through analysis of the YouTube summary content features and the credibility of content providers that bring about flow and satisfaction of YouTube summary content users. The survey was conducted on 202 people who have watched YouTube summary contents for finding out the effects of YouTube summary contents features and content provider credibility on the details of flow. As a result, only entertainment had a significant impact on all flow details. This study is of academic significance in that it defines the features of YouTube summary contents, and has practical significance in that it suggests what direction the summary content should have in order to arouse user satisfaction in future.

Structural Relationships among Protean Career Attitude, Career Commitment and Informal Learning Activity: Focusing on Workers in Cultural Contents Industry (문화콘텐츠산업 인력의 프로티언 경력 태도, 무형식 학습 활동 및 경력 몰입의 구조적 관계)

  • Lee, Hyoungwoo;Kim, Mansoo;Kim, Jungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.425-432
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    • 2021
  • The purpose of this study was to examine the mediating effects of Informal Learning Activity on the relationship between Cultural Contents Industry Workers' Protean Career Attitude and Career Commitment. The results of this study were as follows: First, Protean career attitude of cultural contents industry workers had positive effect on career commitment. Second, Informal learning activity of cultural contents industry workers had partial mediating effect on the relationship between protean career attitude and career commitment. Based upon these results, several suggestions were suggested to promote cultural contents industry workers' protean career attitude, career commitment, and informal learning activity.

The Relationship between Flow and Participation Degree of Ground, Water, Air Leisure Sports based on Tourism Activities (지상, 수상, 항공 레저스포츠 관광활동 참여정도와 몰입의 관계)

  • Lee, MunJea;Hwang, Sunhwan
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.151-152
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    • 2012
  • 최근 자연환경과 스포츠를 활용한 스포츠 관광의 활성으로 도심지를 벗어나 그 외의 지역으로 여행을 떠나는 레저스포츠 중심의 관광 형태로 발전하고 있다. 이러한 사회적 흐름에 따라 본 연구는 레저스포츠 중심의 관광활동 참가자들의 참가정도가 몰입에 어떠한 영향을 미치는지 규명하고자 한다. 레저스포츠 유형에 따른 몰입의 차이는 통계적으로 유의한 차이가 있었으며, 참가정도가 오래될수록 몰입도 또한 높아지고 있었다. 마지막으로 레저스포츠 관광활동의 참여정도는 몰입의 하부요인에 정적인 영향을 미치고 있다.

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Interrelation of Alert Feedback and Immersion on Mobile Contents (모바일 콘텐츠에서의 Alert피드백과 몰입의 상호관계)

  • Bang, Green;Sung, Bokyung;Ko, Ilju
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.61-68
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    • 2014
  • In the generalization of mobile content use, feedback is a kind of alert that affects content immersion. An alert leads to separation from the content currently being used to transfer to content that raises the alert. Immersive interference can be recognized as a problem in mobile contents use. In this paper, we propose a serious game for overcomes immersion. interference from feedback and the foundation for interrelation research between feedback and immersion. The proposed serious game has been designed to present three kinds of feedback, specifically positive, negative, and hybrid feedback, through social information about the user. We also conducted an experiment to examine the correlation between three kinds of feedback and immersion while consuming digital content. The result of the experiment showed that negative feedback leads to higher immersion than positive feedback.

A study on the space which affects flow in culture content : Case of Noraebang in S.Korea (문화 콘텐츠의 몰입에 공간이 미치는 영향 : 노래방의 사례를 중심으로)

  • Lee, Sang-Won;Bae, Soon-Yong;Lee, Sung-Eob
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.395-402
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    • 2007
  • 문화 콘텐츠의 수용 및 체험 방식에는 민족적, 문화적 차이가 존재한다. 일본에서 본격적으로 시작된 가라오케는 한국으로 진출하면서 노래방이라는 밀폐된 공간을 중시하는 형태로, 미국과 유럽에서는 무대라는 열린 공간을 중시하는 형태로 변형되었다. 같은 문화 콘텐츠를 수용하는데도 문화와 민족에 따른 공간적 차이가 관찰된다. 여기서 문화 콘텐츠를 수용하고 그 것을 통해 즐거움을 얻는 과정을 몰입이라고 본다면, 공간과 문화 콘텐츠 사이에는 특별한 관계가 존재한다고 할 수 있다. 본 연구는 이와 같이 공간 사용과 몰입의 상관관계를 실험을 통하여 고찰하고 추후 노래방의 경쟁력 강화 빚 세계화를 위한 효과적인 몰입 요소 도입 및 운용에 적용할 수 있는 연구결과를 제안한다.

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Case Study on Organizational Characteristics and Organizational Commitment in Sheltered Workshops for the Disabled (장애인보호작업시설의 조직특성과 조직몰입에 대한 사례연구)

  • Shin, hyun-suk
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.419-420
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    • 2013
  • 본 연구는 장애인보호작업시설의 조직특성과 조직몰입 유형에 대한 사례연구를 통하여 장애인보호작업시설 직원의 조직몰입에 미치는 영향을 분석하여 바람직한 조직문화를 구축하기 위한 방안을 제시하고자 한다.

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A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents (게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로)

  • Kim, Yu Mi
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.39-52
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    • 2021
  • This purpose of study is to investigate the influence of e-sports(electronic sports) broadcasting contents and communication factors on game broadcasting viewing intention, focusing on the immersion parameter. As a result of the analysis, it was found that 'creativity' among content elements such as 'entertainment', 'creativity' and 'informationality' has a great influence on immersion. Among the communicator factors, 'communication', 'professionality', and 'uniqueness' were found to have a positive effect on immersion. In addition, the sense of immersion had a great influence on the intention to watch the broadcast.

A Study on the Effect of the Interaction and Flow of Consumers within the Company SNS on the Consumers' Affection (기업 SNS 내 소비자의 상호작용과 몰입이 소비자의 애착에 미치는 영향에 관한 연구)

  • Kim, Han-Joo
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.231-250
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    • 2015
  • This study is about the effect of interaction and flow of consumers within the company SNS on the consumers' affection. Verification took place through empirical analysis based on the theoretical background. The following is the summary of the research results generated based on the research results. First, correlation between aspect of the motivation for the use of contents and interactivity is as follows. Mutual sense of solidarity (Hypothesis 1-1), influence (Hypothesis 1-2), connectivity (Hypothesis 1-3) and reactivity (Hypothesis 1-4) exerted positive(+) on the interaction. Second, correlation between aspect of the motivation for the use of contents and flow is as follows. Mutual sense of solidarity (Hypothesis 2-1), influence (Hypothesis 2-2) and connectivity (Hypothesis 2-3) exerted positive(+) effect on immersion. Meanwhile, reactivity (Hypothesis 1-4) was not statistically significant when it comes to flow. Third, interaction between contents characteristics and interaction exerted positive(+) positive on the interactivity of entertainingness (Hypothesis 3-1) and informativity (Hypothesis 3-2). Fourth, correlation between contents characteristics and flow was examined, which demonstrated that only informativity (Hypothesis 4-2) exerted positive(+) effect on the immersion. Meanwhile, entertainingness was not statistically significant when it comes to the immersion. Lastly, correlation between interaction, flow and affection is as follows. Correlation between interactivity and flow(Hypothesis 5) was not statistically significant while interactivity(Hypothesis 6) and Flow(Hypothesis 7) exerted positive(+) effect on the affection. This study presents diverse implications and significances to the working level people who use the company SNS based on these results.

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The Influency of Leadership and Care workers' Organizational Commitment on Service Quality in Nursing Facility for the Elderly (리더십이 조직몰입을 매개로 서비스질에 미치는 영향에 관한 연구: 노인요양시설을 중심으로)

  • Shim, Sun-Kyung
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.223-224
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    • 2016
  • 본 연구는 노인요양시설의 서비스 질 향상을 목적으로 최고관리자의 리더십과 요양보호사의 조직몰입이 서비스질에 미치는 영향을 실증분석하였다. 분석결과 변혁적리더십과 조직몰입은 서비스 질에 긍정적 영향을 보였고, 특히 변혁적리더십은 조직몰입을 통해 서비스질에 영향을 미치는 매개효과도 검증되었다.

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