• Title/Summary/Keyword: 행동유도성

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The Effects of Affordance System Use on Agility and Performance (서비스기업의 변화준비성을 통한 행동유도시스템 활용이 접점직원의 민첩성 및 성과에 미치는 영향)

  • Joung, Hyun Suk;Hong, Kwan Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.1
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    • pp.123-142
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    • 2018
  • This study defined the concepts of change-readiness, affordance system, agility, and performance, which are becoming increasingly important and necessary in service industry. Also, by verifying the relationship among these factors based on theoretical and empirical researches, it proposed strategic implications for service firms to reinforce their competitiveness. The results of the analysis in this study are as follows. First, the factors of technology, organization, and environment had significant effects on affordance system. Second, affordance system had significant effects on both agility and performance. Third, agility had a significant effect on performance. Fourth, job uncertainty moderated the relationship between affordance system and agility, but not between affordance system and performance. The results suggest that affordance system is a highly effective method of improving agility of the frontline employees. To maximize the utility of affordance system, sufficient change-readiness in technological, organizational, and environmental factors are required. Reasons and implications of these observed relationships are discussed.

Affordance Feature based on EEG for the Implementation of Mirror Neuron System (거울신경체계 구현을 위한 EEG 데이터 기반 행동 유도성 특징 분석)

  • Jun-Ho Choi;Seungmin Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.357-358
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    • 2023
  • 본 연구는 실제 행동과 운동 심상으로 팔과 다리 동작 인식을 위한 BCI 패러다임을 제안하고 유도성 분석을 한다. 이 페러다임은 각 팔과 양다리의 특정 움직임을 인식하기 위해 ERP를 기반 페러다임을 구성한다. BCI 페러다임은 왼팔, 오른팔, 양다리를 움직이는 영상 자극을 주며 이를 기반으로 왼팔, 오른팔, 양다리 움직임에 대한 인식을 한다. 거울뉴런은 실제 행동과 실제 행동을 보았을때와 운동심상을 통한 자극을 받았을 때 같은 뉴런이 활성화된다는 성질을 가지고 있다. 이러한 성질을 이용하여 운동심상만과 실제 행동을 동시에 학습할 경우를 유도성 분석을 진행한다. 또한 유도성 특징 분석을 통해 나타난 결과를 바탕으로 BCI 패러다임을 제안한다.

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The Effect of VMD of Unmanned Stores and Affordance of Unmanned Systems on Customer Value and Revisit Intention (무인매장의 VMD와 무인시스템의 행동유도성이 고객가치 및 재방문의도에 미치는 영향)

  • Joung, Hyun Suk;Kim, Mi Sook;Hong, Kwan Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.6
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    • pp.143-158
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    • 2020
  • This study examines the effect of VMD (Visual merchandising) of unmanned stores and the affordance of unmanned systems on a customer's value and intention of revisit. The proposed research model and developed hypotheses were tested using structural equations modeling based on data collected from 297 customers with experience in unmanned stores. The results of the study confirm the positive effects of the unmanned system's affordance and unmanned stores' VMD on customer value. In addition, there is a positive relationship between a customer's value and intention of revisit. The study provides valuable insights into the sustainability of unmanned stores after post-COVID 19 and the importance of developing unmanned stores' VMD and affordance.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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A Study about Improvement of Digital Textbook Interface based on Affordance Theory in the Context of HCI (HCI 관점에서 어포던스 이론에 근거한 디지털교과서 사용자 인터페이스 개선 연구)

  • Hwang, YunJa;Sung, EunMo
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.61-71
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    • 2016
  • The purpose of this study was to identify problems of usability and to improve an interface in the digital textbook for leaner's leading to self-directed learning. To address those goals, the theory of affordance, which was related to affordance as leading to behavior, was applied for analyzing the user interface of digital textbook. Also, 10 students, 4th grade elementary school, were participated in the study. Participants were reported affordance's problems of digital textbook through Human Computer Interaction. As a result, some affordance's problems of the digital textbook were found out as follow; difficulty of page clicking, too small touch button, confusing the button, and, need to specific guidance. Based on the result, some suggestions were recommended to improve usability of digital textbook.

An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

The Relationship among Role Perception, Coaching Behavior and Coaching Confidence of Judo Coaches (유도지도자의 역할지각과 코칭행동 및 코칭자신감의 관계)

  • Nam, Kwang-Woo;Lee, Yong-Kuk
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.559-569
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    • 2017
  • The purpose of this study was to investigate the relationship among role Perception, coaching behavior and coaching confidence of Judo coaches. Using a convenience sampling method, 196 coaches in judo from registered in Korea Jodo Association. Frequency analysis, exploratory factor analysis, confirmatory factor analysis, correlations analysis and structural equation model analysis were executed using IBM SPSS Statistics v21 and IBM SPSS Amos v21. As the results, the following conclusion was derived. First, it was discovered that the Role Perception had influence to the Coaching Behavior. Second, it showed that the Role Perception gave influence to the coaching confidence. Third, it showed that the Coaching Behavior affected the coaching confidence.

Implications of Using Physical and Virtual Tools in Learning Science Concepts from a Literature Review (문헌고찰을 통한 물리적 도구와 가상도구의 사용이 과학 개념학습에 미치는 시사점)

  • Seokmin Kang;Sungyeun Kim
    • Journal of Science Education
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    • v.47 no.2
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    • pp.154-166
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    • 2023
  • It has been known that the tool characteristics embedded in physical tools and virtual tools act with different underlying mechanisms in a user's knowledge acquisition and conceptual understanding. This overview study examines the learning process through the use of physical and virtual tools from the perspective of conceptual frameworks, affordability that tools present, and the depth of cognitive engagement that occurs in the process of learning concepts through various learning activities. Based on the conceptual frameworks, the results of previous comparative studies were reinterpreted. It was found that what mattered for learning is the amount of new information that a tool provides and the different level of cognitive engagement that students use through various learning activities. Finally, the implications to be considered when teachers use physical and virtual tools to help students better understand various concepts are discussed.