• Title/Summary/Keyword: Degree of Immersion and Immersion Factors

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Effects of Rewards Perceived by Construction Company Members in the Degree of Transfer Through Organizational Commitment and Job Perception (건설기업 조직원이 지각한 보상이 조직몰입과 직무착근도를 통하여 이직의도에 미치는 영향)

  • Han, Sanglo;Hwang, Changyu;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.1
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    • pp.111-129
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    • 2020
  • The differentiators of this study are as follows. I would like to consider the factors that the compensation, considering the characteristics of the members of the ICT construction company, affects the turnover and suggest ways to promote the welfare of ICT construction company members in the fourth industrial revolution. The purpose of this study is to look at how perceived compensation affects the degree of turnover by members of small ICT construction companies through organizational Commitment and job placement. Specifically, the independent variable looks at the causal relationship between organizational civic behavior and organizational trust through Turnover intention. First, in the fourth industrial revolution, the management of the tasks of members of ICT construction companies was found to have a positive impact on their organizational immersion and job alignment. Second, in the fourth industrial revolution, the management of wages by members of ICT construction companies was found to have a positive impact on organizational immersion and job alignment. Third, in the fourth industrial revolution, the promotion management of members of ICT construction companies did not have a positive impact on their organizational immersion and job alignment Fourth, in the fourth industrial revolution, the concentration of members of ICT construction companies' organization is found to have a positive influence on turnover. Fifth, in the fourth industrial revolution, the job alignment of members of ICT construction companies was found to have a positive impact on turnover.

Characteristic factors of Musical Actor affect the Audience's Loyalty to the Performance : Focus on the Mediating Effects of Audience's Sensory Presence (공연 충성도에 영향을 미치는 뮤지컬 배우의 특성 요인 : 감각적 현전의 매개효과를 중심으로)

  • Yoon, Hyeong-Yeol;Choi, Bae-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.237-249
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    • 2020
  • This study analyzed the characteristic factors of musical actor that affect the audience's loyalty to the performance by inducing the audience's sensory presence which is the unique characteristic of the performing arts and analyzed the mediating effects of audience's sensory presence between the characteristics of musical actor and audience's loyalty to the performance. Actor's characteristics which are an independent variable were composed with the appearance of actor, acting skills, sing ability and actor's known degree. Audience's sensory presence which is mediating variable was divided into immersion and identification. Audience's loyalty to the performance which is a dependent variable was set as intention of recommendation and intention of revisit the performance. The result of analysis shows that identification have significant mediating effects in all independent variables except between actor's known degree and the audience loyalty to the performance. It shows immersion have also significant mediating effects among all independent variables and the audience loyalty to the performance. The multiple mediating effects of Immersion and Identification between Actor's characteristics and Loyalty to the performance have significant effects all parts. Especially, The result of this study shows that indirect effects that arrive to the loyalty through immersion or identification are larger than the direct effect that actor's characteristics affect to the loyalty to the performance. Actor's characteristics which affect Audience's loyalty to the performance by mediating Audience's sensory presence are shown in order of appearance of actor, acting skills, sing ability and actor's known degree. These results suggest key factors of musical actor's characteristics which lead loyalty to the performance by mediating Audience's sensory presence to musical producers and directors and actors.

A Study of Cleaning Method of Excavated Gold Brocade (출토 직금직물의 세척방법에 관한 연구)

  • Hong, Moon-Kyung;Lee, Mee-Sik
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.7
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    • pp.1162-1174
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    • 2010
  • Excavated gold brocade, often shows signs of serious damage and contamination from environmental factors such as exposure to soil or human remains. Therefore, most of the conservation procedures are focused on the consolidation of the gold thread and on cleaning with water or organic solvents. Indiscreet cleaning using solvents could damage the gold leaf, which identifies the features of fabric. There is a need to develop cleaning protocols appropriate for relics through the careful analysis of the condition of the relics. This study finds the appropriate cleaning method for the excavated gold brocade. Four different cleaning methods, vacuum cleaning, kneaded rubber eraser cleaning, immersion wet cleaning, and absorption wet cleaning were applied to the excavated gold brocade. The degree of cleaning and damage were examined depending on the cleaning methods, changes to the physical condition (before and after cleaning) were also analyzed through the surface observation. Although immersion cleaning showed the best cleaning result, this method had a risk of damage to the gold thread. Absorption wet cleaning safely eliminated the various soluble contaminants and the rotten smell of relics. Kneaded rubber eraser was suitable for the excavated gold brocade fabric because it can be applied to selective parts, intentionally excluding some sensitive parts such as the gold thread. The vacuum cleaning method required special attention because of a possibility of suctioning off loosely attached gold leaf. Dual cleaning, the kneaded rubber eraser cleaning, followed by the absorption cleaning was the most effective method to preserve and clean excavated gold brocade.

Neuro-fuzzy based prediction of the durability of self-consolidating concrete to various sodium sulfate exposure regimes

  • Bassuoni, M.T.;Nehdi, M.L.
    • Computers and Concrete
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    • v.5 no.6
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    • pp.573-597
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    • 2008
  • Among artificial intelligence-based computational techniques, adaptive neuro-fuzzy inference systems (ANFIS) are particularly suitable for modelling complex systems with known input-output data sets. Such systems can be efficient in modelling non-linear, complex and ambiguous behaviour of cement-based materials undergoing single, dual or multiple damage factors of different forms (chemical, physical and structural). Due to the well-known complexity of sulfate attack on cement-based materials, the current work investigates the use of ANFIS to model the behaviour of a wide range of self-consolidating concrete (SCC) mixture designs under various high-concentration sodium sulfate exposure regimes including full immersion, wetting-drying, partial immersion, freezing-thawing, and cyclic cold-hot conditions with or without sustained flexural loading. Three ANFIS models have been developed to predict the expansion, reduction in elastic dynamic modulus, and starting time of failure of the tested SCC specimens under the various high-concentration sodium sulfate exposure regimes. A fuzzy inference system was also developed to predict the level of aggression of environmental conditions associated with very severe sodium sulfate attack based on temperature, relative humidity and degree of wetting-drying. The results show that predictions of the ANFIS and fuzzy inference systems were rational and accurate, with errors not exceeding 5%. Sensitivity analyses showed that the trends of results given by the models had good agreement with actual experimental results and with thermal, mineralogical and micro-analytical studies.

An Empirical Study on Evaluation Criteria of Projection Mapping Videos in Terms of Public Design (공공디자인에 있어 프로젝션 매핑영상의 평가요소에 관한 실증적 연구)

  • Lee, Young Woo
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.950-959
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    • 2015
  • The necessity of an empirical study on how projection mapping videos are evaluated from consumers' point of view has arisen, as they can lead to visual pollution if factors including spatial characteristics around the structure and details of the contents are not taken into consideration. This study aims to evaluate projection mapping videos and elucidate the question on whether evaluation criteria positively influence the satisfaction level or not. Above all, five evaluation criteria including artistry, creativity, identity, immersion and usefulness were deducted and a hypothesis from preceding research "each evaluation criteria will positively(+) influence the satisfaction level of projection mapping video" has been established. In order to test the hypothesis, big domestic department stores which screened projection mapping videos were selected and a verification experiment has been conducted with ordinary citizens as subjects. In the result of the experiment, among the five evaluation criteria, artistry, creativity, and usefulness were chosen, while identity and immersion were dismissed. The result verifies that if useful information is provided in forms of interesting contents produced with distinctive ideas and creative methods, it will satisfy the consumers as attractive public design.

Exploring the Immersion Degree Difference Between 3D and 2D: Focus on Action-Adventure Game (2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교)

  • Kwon, Hyeog-In;Rhee, Hyun-Jung;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.157-164
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    • 2011
  • Since the movie "Avatar" made world-widely a big success, people's interest to 3D stereoscopic vision has been increasing explosively. However, it is hard to predict that for how long this tremendous attention to 3D stereoscopic would last; consumers have accumulated experience and predominant consciousness from social and cultural environmental various factors. This paper, we will try to see how people interact with 3D stereo through the empirical study. Using Jannett (2009)'s immersion questionnaire, we will measure how different people get immersed while playing game in 3D stereoscopic and 2D.

Linking Critical Success Factors, Implementation Attitudes and Performance of Cellular Manufacturing Systems (셀 제조시스템의 핵심성공요인, 수용태도, 성과간의 관련성에 관한 연구)

  • 육근효
    • Korean Management Science Review
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    • v.18 no.1
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    • pp.89-105
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    • 2001
  • The performance of Cellular Manufacturing (CM) systems has been rigorously investigated during the last two decades, but the extent of empirical research on CM is limited. A major objective of this study is to examine the relationship between critical success factors, employees' implementation attitudes and performance of CM systems. Two hypothesis were formulated &d Tested: (1) The impact of critical success factors on performance and to what extent does certain critical success factors correlate with performance\ulcorner (2) How does the relationship between critical success factors and performance differ by employees' implementation attitudes\ulcorner Results from the study provide partial support for relationship between critical success factors (infrastructure, organizational immersion, autonomous management) and performance. The results also show that differences in performance of organizations grouped by degree of employees' attitudes could be found.

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Prediction of Long-Term Interlaminar Shear Strength of Carbon Fiber/Epoxy Composites Exposed to Environmental Factors (환경인자에 노출된 탄소섬유/에폭시 복합재의 장기 층간전단강도 예측)

  • Yoon, Sung Ho;Shi, Ya Long
    • Composites Research
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    • v.30 no.1
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    • pp.71-76
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    • 2017
  • The purpose of this study was to predict the long-term performance using the interlaminar shear strength of carbon fiber/epoxy composites exposed to environmental factors. Interlaminar shear specimens, manufactured by the filament winding method, were exposed to the conditions of drying at $50^{\circ}C$, $70^{\circ}C$, and $100^{\circ}C$ and of immersion at $25^{\circ}C$, $50^{\circ}C$, and $70^{\circ}C$ for up to 3000 hours, respectively. According to the results, the interlaminar shear strength did not vary significantly with the exposure time for the drying at $50^{\circ}C$ and $70^{\circ}C$, but it increased somewhat for the drying at $100^{\circ}C$ due to the post curing as the exposure time increased. The interlaminar shear strength of the specimens exposed to the immersion at $25^{\circ}C$ did not change significantly at the beginning of exposure, but it decreased with the exposure time and the degree of decrease increased as the environmental temperature increased. The linear regression equations for the environmental temperatures were obtained from the interlaminar shear strength of the specimens exposed to the immersion for up to 3000 hours. Using these linear regression equations, the interlaminar shear strength was estimated to be within 5.5% of the measured value at $25^{\circ}C$ and $50^{\circ}C$, and 2.3% of the measured value at $70^{\circ}C$. Therefore, the proposed performance prediction procedures can predict well the long-term interlaminar shear strength of carbon fiber/epoxy composites exposed to environmental factors.

A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.659-669
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    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.

Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously -Focusing on VR Presence, User Characteristics, and VR Sickness- (VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-)

  • Jang, Hyung-Jun;Kim, Kwang-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.420-431
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    • 2018
  • This study approaches the subject of satisfaction and persistent use intention based on presence based on virtual reality (VR). VR presence, user characteristic, and VR sickness, content satisfaction and system satisfaction, and continued use intention through this of 569 men and women commissioned by the survey agency were investigated. In the content of the study, the constituent factors of VR presence, an independent variable, were set as realism, immersion, and interaction. The user characteristics were set as the individual 's propensity to innovate, the degree of immersion, and the experience of using VR. VR Presence, User Characteristics, VR Sickness of Intention of Continuous Usage were set as research problems and models. Eight hypotheses were adopted in the analysis of the research problem applying the structural equation modeling (SEM) model. In conclusion, this study suggests that content satisfaction, which has the greatest influence on VR content satisfaction and persistent intention, is suggested.