• Title/Summary/Keyword: 프로그램 몰입도

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Influence of Service engagement factors on University Loyalty (대학 서비스 인게이지먼트 요소들의 대학 충성도에 대한 영향)

  • Jinwoo Ahn;Moontae Kim
    • Journal of Service Research and Studies
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    • v.11 no.4
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    • pp.56-66
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    • 2021
  • Customer engagement refers to the physical and emotional connection between customers and brands. If the customer's degree of engagement is high, they purchase more, promote more, and show more loyalty. This study suggests the following implications, starting from the assumption that engagement with various service activities in universities can increase loyalty to departments and Universities. In university services, customer engagement plays a important role in strengthening college loyalty after college students are satisfied with university. Although it has an effect on university satisfaction, it can play a big role in increasing the loyalty of marketing goals at a higher level after satisfaction. Among the central factors of university service engagement, it was found that students could increase their department and university loyalty through capacity building and job-related activities for future employment, and among the surrounding factors, friendship activities were a very important factor in department or school loyalty. It can be said that it is of paramount importance to establish a system that can strengthen loyalty through various programs that can build friendships with students. Further research did not verify the moderating effect of service engagement among student groups, but the high-credit group was found to have a very high degree of engagement not only in the central cues but also in the peripheral cues, which is thought to reverse the common sense that high-credit students will be relatively less immersed in the peripheral elements.

An Empirical Study on the Effects of Personal Characteristics and Drama Characteristics on Entrepreneurial Intention : Focusing on the Moderating Effect of Social Support (개인 특성과 드라마 특성이 창업의지에 미치는 영향에 관한 실증 연구 : 사회적 지지의 조절효과 중심으로)

  • Chang, Soo-jin
    • Journal of Venture Innovation
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    • v.5 no.4
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    • pp.135-156
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    • 2022
  • This study attempted to identify the factors affecting entrepreneurial intention and to confirm the moderating effect of social support that plays a positive role in increasing entrepreneurial intention. The subjects of the study were 419 ordinary people, and data were obtained online and analyzed. The analysis method of this study was based on the SPSS statistical program Ver. 24, and a hierarchical regression analysis method was conducted to analyze the moderating effect. The results of hypothesis verification analysis in this study are as follows. First, innovativeness, risk-taking, self-fulfillment, economic motivation, immersion in a drama, drama role model, and indirect experience, all had a significant positive(+) effect on entrepreneurial intention. Second, among the factors affecting entrepreneurial intention, self-fulfillment was found to have the greatest influence. Third, it was confirmed that the moderating effect of social support between various variables and entrepreneurial intention had a significant effect on innovativeness, self-fulfillment, drama role model, and indirect experience, and entrepreneurial intention. The academic value of this study is to confirm the effect of drama characteristic variables on entrepreneurial intention. In addition, it was possible to confirm the moderating effect of social support, which is the total of individual external support. The implication of this study is that the desire for achievement had the greatest influence on entrepreneurial intention. Therefore, it is necessary to develop a desire to achieve in start-up support policies and start-up education. In addition, in light of the ripple effect of TV dramas, drama role model and indirect experience increase entrepreneurial intention, so it was possible to predict its influence on changes in perception of start-ups and entrepreneurs.

A Study of Augmented Reality based Visualization using Shape Information of Building Information Modeling (BIM 형상정보를 이용한 증강현실기반 가시화 사례)

  • Heo, Kyung-Jin;Lee, Seok-Jun;Jung, Soon-Ki
    • Spatial Information Research
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    • v.20 no.2
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    • pp.1-11
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    • 2012
  • In the current construction planning and designing process, an architectural miniature model was designed to verify the interior or exterior spatial sense of a building structure, but building of the miniature model is demand much more effort and time; in addition to this it has limitation to identify interior information of the building. For a complement of it, CAD would be used in the existing planning and designing process to visualize the building information, but its visualization is not satisfactory for the 3D volume which could be easily verified with the miniature model. CAD is the specific software for designing building structures and the 3D results are usually rendered on 2D monitor screen. Therefore, there is a shortage of cognitive immersion for the 3D space. In this paper, we introduce the conversion process of BIM shape data into the Augmented Reality contents by using a series of softwares. As a result of modification on construction plan or design we reduced the cost and time to reconstruct the final visualization. We have shown that the interior or exterior information of the building structures are easily visualized with BIM shape data on augmented reality environment. Several proposed interaction methods, such as rem oval of building components, and slice-cut operation, provide the user for the effective manipulation of models on the augmented reality environment.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.265-274
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    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

A Study on the educational alternatives for Public Social Worker to improve the effectiveness of public social welfare organization (사회복지 공공조직의 효과성을 위한 교육적 대안에 관한 실증연구)

  • Kim, Young-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.415-425
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    • 2017
  • The aim of this study was to identify the effective factors for improving the professionalism of the social welfare public organization and to suggest the implications for the relationship between public social welfare and educational alternatives. For the analysis, 637 government officials who worked in the social welfare department of local governments in Kangwon province were surveyed. Based on previous studies on the organizational effectiveness, this study examined differences in the perceptions of job stress, organizational satisfaction, organizational commitment, and social support by characteristics (gender, major, and serial), followed by relationship educational alternatives (job training, healing camp, psychological counseling). The differences according to gender were significant only in the creativity of the work and the self-esteem of the institution. Through the confirmation of recognition difference according to whether they majored or not, it was confirmed that expertise of the major in social welfare was necessary for job performance ability and suggested the urgency of the appointment of a major. The differences among the serials showed that administrative work is more difficult than social welfare work in terms of professionalism and expertise. Finally, based on the results of the causal relationships with educational alternatives, this paper introduces and operates systematic educational programs, such as personal psychological counseling and organizational healing camp management, as well as the need for active and proactive responses to changes in social welfare administration organizations.

New Trends of Managers' Leadership Style in the Food Service Industry (외식산업 관리자의 리더십에 관한 최근 연구동향)

  • Jean, Kyung-Chul
    • Korean Business Review
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    • v.19 no.1
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    • pp.223-240
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    • 2006
  • The purpose of this study is to review the current state of the transformational leadership and LMX approach to the study of leadership. Leadership research has witnessed a shift from traditional transactional models to a new genre of theories of transformational and charismatic leadership and LMX. Transformational leadership theories offer the promise of extraordinary individual and organizational outcomes. Leaders motivate followers to perform beyond expected levels by activating higher order needs, fostering a climate of trust, and inducing them to transcend their self-interest for the organization's sake. Numerous investigations point of the robustness of the effects of such leadership on individual and organizational outcomes such as job satisfaction, organizational commitment, and performance. LMX theory suggests that leaders do not use the same style in dealing with all subordinates, but rather develop a different type of relationship or exchange with each subordinate. These relationships range from those that are based strictly on employment contracts to those that are characterized by mutual trust, respect, liking, and reciprocal influence. LMX has been positively related to job satisfaction, productivity, and career progress of managers and negatively related to turnover and employee grievances. In conclusions, effective leaders link achievement of organizational goals to follower fulfillment of self-development goals, with the former advancing the latter.

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Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

Multiple Intelligences, Creative Home Environment, Social economic status, and Leadership of Children (유아의 다중지능, 창의적 가정환경 및 사회인구학적 변인이 유아의 리더십에 미치는 영향)

  • Kim, Min Young;Moon, Hyuk Jun
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.259-284
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    • 2011
  • This thesis examined the effects of social demographical variables, multiple intelligences, and creative home environment on the child leadership. Study samples are 5 years old children at the kindergartens located in Seoul and metropolitan areas as well as their parents and (homeroom) teachers. 173 copies were analyzed. Results of this study are as follows: First, in terms of difference of multiple intelligences, creative home environment and child leadership depending on social demographical background, The second child showed significantly different interpersonal intelligence among other multiple intelligences from the first child with regard to the birth order. In terms of mother's education level and creative home environment, mothers with education more than universities showed big difference in family pressure. In terms of effects of total income, the children from families with total income over 4 million won showed significant difference in logical, mathematical, naturalist intelligence. and language intelligence. In terms of creative home environment, significant difference was found with regard to learning environment and child respect. Second, multiple intelligences, creative home environment, and child leadership showed correlated strongly. Third, total income in social demographic variables, language intelligence in multiple intelligences, and family pressure in creative home environment were found to have effects on it. Total income in social and demographical variables and family pressure in creative home environment were found to have effects on it. Interpersonal relation intelligence in multiple intelligences and learning environment in creative home environment were found to have effects on it. Total leadership had effects on family pressure only in creative home environment.