• Title/Summary/Keyword: 콘텐츠 몰입

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Mediating Effects of Organizational Commitments on the Relationship between Human Capitals and Innovative Behaviors -Focused on the Hotel Firms- (인적자본과 혁신행동의 관계에서 조직몰입의 매개효과 -호텔기업을 중심으로-)

  • Ha, Yong-Kyu
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.440-449
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    • 2010
  • This study aimed to explore the relationships among human capitals, organizational commitments, innovative behaviors of employees in a deluxe hotel in Seoul. The results of this study are, human capitals have a direct impact on organizational commitments, and innovative behaviors. and organizational commitments directly influence to innovative behaviors.. And organizational commitments have a mediating effect partially between human capitals and innovative behaviors. These results suggest that the new direction of the importance of human resource managements on accumulating human capitals in organization and the importance of organizational commitments of employees on competing environments in the hotel industry for competitive advantage.

Impact of Human Resource Management Practices on Organizational Commitment in Hotel Industry - Focused on the Luxury Hotel Restaurants in Seoul - (호텔 인적자원관리기법이 조직몰입에 미치는 영향 - 서울지역 특등급 호텔 레스토랑을 중심으로 -)

  • Ha, Yong-Kyu
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.404-413
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    • 2008
  • The ultimate goal of human resource management is to improve the organization's performance. This study explored how human resource management practices such as recruitment and selection, training and development, compensation and benefits, and performance appraisal affect the organizational commitment of Korean hotel restaurants. The results of this study shows that recruitment and selection, training and development have influence on affective organizational commitment, while compensation and benefits, and performance appraisal have impact on continuance organizational commitment. These findings have significant implications in presenting a new directions for human resource management in the operation of hotel restaurant business.

Factors that Influence the Turnover Intention of the Nurses of Small and Medium-sized Hospitals (중소병원 간호사의 이직의도 영향요인)

  • Kang, ji-soon
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.415-416
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    • 2016
  • 본 연구의 목적은 이직의도에 미치는 영향 요인에 관한 연구를 수행함으로써 중소병원 간호사의 이직 현상을 이해하는데 포괄적 조망을 제공하기 위함이다. 의료기관 종사자중 중소병원에 근무하는 간호사 210명을 대상으로 자가 보고식 설문조사법을 이용하여 조사하였고, 5점 리커르트 척도를 이용하여 이직의도, 내부마케팅 인지, 직무만족, 조직몰입, 스트레스를 측정하였다. 도구의 분석은 SPSS WIN 18.0프로그램을 이용하여 t-test, ANOVA, correlation, Regression분석을 실시하였다. 이직의도와 독립변수간 상관계수는 내부마케팅인지, 직무만족, 조직몰입, 스트레스였고 모든 변수들은 유의하였다. 또한, 이직의도에 영향을 미치는 요인은 조직몰입, 스트레스 순으로 나타났으며 설명력은 64.3%였다. 본 연구결과, 중소병원 간호사의 조직몰입 정도가 높아지고 스트레스 정도가 낮아지면 이직의도가 낮아 질것이라고 예측 가능하므로 의료기관내 이직관리의 필요성을 제기하였다. 중소병원 간호사의 이직의도를 낮추기 위해 간호사의 스트레스를 줄이고, 조직몰입을 향상시키기 위한 중재 방안 도입이 요구된다.

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Effect of Organizational Structure Variable on Social Welfare's dual commitment to Organization and Career by Parallel Model (평행모델을 이용한 조직구조화 변인의 사회복지 조직과 경력에 대한 이중몰입 효과)

  • Kang, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.301-309
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    • 2012
  • Prior research has shown empirically that organizational and career commitment may also be highly compatible with each other. The purpose of this study is to examine the effects of social welfare's organizational structure variable on the dual commitment to the organization and career. Dual commitment is analyzed by using multiple regression analysis of parallel model. For the research, organizational structure was consisted of complexity, formalization and decentralization. The results showed that social worker have high correlation to organizational commitment and career commitment. Especially, decentralization and complexity have a positive effects on the dual commitment to organizational and career commitment. This study finally discusses theoretical implications for future study and practical implications for structure design strategies on the results.

Development, limitations, and prospects of digital equipment for immersing realistic content (실감형 콘텐츠 몰입을 위한 디지털 장비 개발과 한계 및 전망)

  • Jung, Yu Seul;Woo, So hyeon;Jeon, Hae Joo;Han, Jeong Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.502-504
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    • 2022
  • Find out what kinds of equipment development and types of realistic content, which maximizes human five senses to provide a similar experience, and find out the growth potential of the realistic content industry and how to experience the perfect immersion experience. And study which method is the best development.

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The Immersion Factors and Characteristics of Youtube Channels for Generation Z (Z세대가 즐기는 유튜브 채널의 몰입 요인과 특징)

  • Kang, MinJeong;Jeong, Eun-Ju;Cho, Hae-Yoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.150-161
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    • 2020
  • Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.

Exploring the Links between Psychological Traits and Game Immersion in a Children and Adolescent Sample (어린이, 청소년 게임 이용자의 심리적 특성이 게임 과몰입에 미치는 영향에 대한 연구)

  • Park, Jowon;Chung, Heonil
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.665-676
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    • 2013
  • The present study analyzed the KOCCA's Game Immersion data to explore the relationship between psychological traits and game immersion. Psychological traits were classified into four categories; emotional stability, self-esteem, willpower, and happiness. These were put into the multiple regression analysis as the dependent variables with age, sex (dummy), economic status of the homes, variety of leisure activities, friend and family relationship, and time to play games. Four types of immersion (psychological unstability, bad relationship, interrupted daily lives, and failure to control game time and desire) were put into the multiple regression analysis as the independent variables. The multiple regression analysis indicated that the dependent variables predicted the game immersion. Among the psychological traits emotional stability was the strongest factor (negative) that influences the game immersion. Next powerful indicator (negative) among the psychological traits was self-esteem. Based on the findings, measures to alleviate the problems of game immersion and ideas for further research were suggested.

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.45-58
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    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.

Factors Influencing on the Flow and Satisfaction of YouTube Users (유튜브 이용자의 몰입경험과 만족에 영향을 미치는 요인 연구)

  • Lee, Kang-You;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.660-675
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    • 2018
  • This study is designed to investigate how the perceived characteristics of the online video services affect the 'flow' as positive experience and satisfaction of users. For the study, we conducted a questionnaire survey on 289 people using YouTube, and then analyzed the relationships among variables using hierarchical regression analysis. As a result, it was confirmed that interactivity, newness of recommendation service, diversity of content, and entertainingness of contents all affect the lower level of flow experience. On the other hand, the accuracy of the recommendation service did not affect the flow experience, but positively affects the level of satisfaction. Finally, it is also confirmed that flow has a direct effect on user satisfaction, and mediates relationship between the characteristics of YouTube and satisfaction. The results of this study are helpful to understand user's perception and experience of online video platform service and suggest the discussion points to be considered by the industry to satisfy users.