• Title/Summary/Keyword: Engagement Level

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A Study on the Impact of Smart Tourism Application Service and Design Concept on the Intention to Continue Using (스마트 관광 애플리케이션 서비스의 효과와 지속 사용 의도를 위한 디자인 컨셉에 대한 연구)

  • Wang, Tuo;Dong, Hao;Zhang, Xindan;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.279-290
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    • 2022
  • The popularization of mobile Internet applications has accelerated the development of smart tourism industry. Based on TAM and VAM theories, this paper studies the influencing factors of tourism App users' willingness to continue using through complex network and data analysis methods. Through the research, it is found that the improvement of service level and design concept of smart tourism application can accelerate the aggregation of complex networks and improve user engagement. At the same time, reasonable price service experience value, convenience service experience value, interactive service experience value, emotional design perception, ease of use design perception, entertainment design perception and other factors can have a direct impact on users' intention to continue to use, and there is a significant correlation. The smart tourism App's convenience and price advantage are the root of its competitiveness. The design concept can affect users' emotional experience and perceptual experience, and help smart tourism App improve users' satisfaction.

Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.

Design of the Agent-based Network-Centric Warfare Modeling System (에이전트 기반의 NCW 전투모델링 시스템 설계)

  • Park, Se-Youn;Shin, Ha-Yong;Lee, Tae-Sik;Choi, Bong-Wan
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.271-280
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    • 2010
  • While the future warfare is expected to be appeared as network-centric, effect-based, and coordinated cooperative, most current M&S systems reflect only the unit behaviors and interactions of each weapon system. There are limitations to analyze the behaviors of managing weapons cooperatively and sharing the situational awareness over the networks of distributed sensors, C2, and shooters using them. Therefore, we introduce the new design of the networkcentric warfare modeling system using the agent-based modeling and simulation approach. We have developed a system for engagement-level warfare models and tested with multi-platform battleship warfare. In this paper, we propose the method to design battle agents, environments, and networks for network centric warfare modeling.

A Study on Conative IS Use Behavior of RPA under Mandatory IS Use Environment (강제적 사용환경 하의 RPA 능동적 사용행동에 관한 연구)

  • Jungeun Lee;Hyunchul Ahn
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.223-243
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    • 2023
  • RPA is implemented through management policy and enforced in mandatory environments to enhance performance and efficiency in various fields. However, the success of RPA implementation depends on the level of active engagement from organization members, even in a mandatory setting. This study identifies perceived ease of use, usefulness, accountability, perceived risk, and self-efficacy as variables that influence conative use behavior, which consists of reflective secondary factors such as immersion, reinvention, and learning. Data was collected from 207 office workers in various industries who have experience with RPA to test the proposed research model. The structural equation was verified using SPSS 20.0 and SmartPLS 4.0, and the analysis showed that all the proposed variables had a significant impact on conative use behavior. Our research findings provide theoretical and practical implications in knowledge management, enabling companies that implement RPA to recognize and address factors that encourage their members to actively use RPA.

Korean healthcare providers' attitude, knowledge, and behaviors regarding sexual orientation and gender identity: a cross-sectional survey

  • An, YunHui;Chung, ChaeWeon
    • Women's Health Nursing
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    • v.28 no.1
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    • pp.65-73
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    • 2022
  • Purpose: This study investigated Korean healthcare providers' attitudes toward sexual and gender minority (SGM) persons and their knowledge and behavior concerning the collection of data on sexual orientation and gender identity (SO/GI). Methods: In this cross-sectional, descriptive study, 137 Korean healthcare providers were recruited through convenience sampling from internet communities for medical professionals. A structured questionnaire was created using Google Surveys. The Mann-Whitney U-test, Kruskal-Wallis test, and Spearman correlation analysis were performed. Results: The sample was mostly women (80.3%) and nurses (83.9%), who had overall negative attitudes toward SGM persons and low levels of knowledge and behavior with regard to the collection of patients' SO/GI data. Participants in their 20s, who were religious, and had clinical experiences in treating or providing nursing care for SGM persons had higher levels of knowledge about the collection of SO/GI data. The level of engagement in collecting SO/GI data was higher among women and in their 20s and 30s, unreligious participants, nurses, and those with less than 10 years of clinical experience. Positive attitudes toward SGM persons were associated with higher levels of knowledge, but lower levels of behavior, regarding the collection of SO/GI data. Conclusion: It is important to recognize the diversity of patients' SO/GI and to collect the corresponding information. To this end, it is necessary to develop and use a standardized SO/GI form. Healthcare providers should also receive education and training related to the health of SGM persons to resolve health problems that disproportionately affect SGM persons and related health disparities.

Securitization and the Merger of Great Power Management and Global Governance: The Ebola Crisis

  • Cui, Shunji;Buzan, Barry
    • Analyses & Alternatives
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    • v.3 no.1
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    • pp.29-61
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    • 2019
  • Within the discipline of International Relations (IR), the literatures on global governance (GG) and great power management (GPM) at best ignore each other, and at worst treat the other as a rival or enemy. On the one hand, the GPM literature, like both realism in all its forms, and neoliberalism, takes for granted the ongoing, disproportionate influence of the great powers in the management of the international system/society, and does not look much beyond that. On the other hand, the GG literature emphasizes the roles of smaller states, non-state actors and intergovernmental organizations (IGOs), and tends to see great powers more as part of the problem than as part of the solution. This paper argues that the rise to prominence of a non-traditional security agenda, and particularly of human security, has triggered a de facto merger of GPM and GG that the IR literature usually treated as separate and often opposed theories. We use the Ebola crisis of 2014-15 to show how an issue framed as human security brought about a multi-actor response that combined the key elements of GPM and GG. The security framing overrode many of the usual inhibitions between great powers and non-state actors in humanitarian crises, including even the involvement of great power military forces. Through examining broadly the way in which the Ebola crisis is tackled, we argue that in an age of growing human security challenges, GPM and GG are necessarily and fruitfully merging. The role of great powers in this new human security environment is moving away from the simple means and ends of traditional GPM. Now, great powers require the ability to cooperate and coordinate with multiple-level actors to make the GG/GPM nexus more effective and sustainable. In doing so they can both provide crucial resources quickly, and earn respect and status as responsible great powers. IGOs provide legitimation and coordination to the GPM/GG package, and non-state actors (NSAs) provide information, specialist knowledge and personnel, and links into public engagement. In this way, the unique features of the Ebola crisis provide a model for how the merger of GPM and GG might be taken forward on other shared-fate threats facing global international society.

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A Study on the Role of Locomotion Orientation as an Antecedent of Salespeople' Selling Behavior

  • Lee, Ihn Goo;Ji, Seong Goo
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.175-194
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    • 2013
  • The purpose of this study is to investigate the effects of the locomotion orientation on salespeople' sales performance with the mediating effect of selling behavior(adaptive selling behavior, SOCO). And we figure out the relationship between customer-oriented selling behavior and adaptive selling behavior because those relationships are not clear. The authors infer research hypotheses based on literature review. We have confirmed the reliability and validity test and those results can be acceptable. Hypotheses test were conducted with structural equation modeling, AMOS. All paths in the research model reasoned by authors have been supported statistically at the significant level. This study with the theoretical implications is as follows. First, this study is the first attempt to investigate the path between locomotion orientation and adaptive selling behavior and SOCO. Secondly, there is an empirical conflict between our study and Franke and Park(2006)'s study. Our study was contradictory to Franke and Park(2006)'s consequences. And so, figuring out clearly those causal paths remains. This study with practical implications are as follows. First of all, the salespeople' selling performance was affected by adaptive selling behavior, customer-oriented selling behavior, and sales-oriented activities, such as the importance of selling behavior once again proven. It is necessary to enhance the capabilities that can be transformed into action appropriate to the needs of customers each sales step-by-step in the process of salespeople for various system through education and incentives, and to interact with customers and understand their customers relative to salespeople will. In order to enhance adaptive selling behavior, the company needs to do educational program and monitoring system with the positional promotion when salespeople get the high adaptive selling behavior. Secondly, the locomotion orientation of the salespeople is to cause this selling behavior. Management style to increase locomotion orientation is needed, which means, salespeople' superior about something should be conducted. In order to stimulate the selling behavior of the salespeople, most supervisors should use some managerial tools such as feedback, engagement, and rewards.

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2023 Family Life Survey of National Family Center Users (2023년 전국 가족센터 이용자 대상 가족생활 실태 연구)

  • JungHa Lim;KyoungEun Kim;JungWon Choi;BogJeong Kang;JiMin Baek;MiYeon Song;ChanYoung Park
    • Human Ecology Research
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    • v.62 no.2
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    • pp.233-248
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    • 2024
  • The purpose of this study was to describe the family life and relationships of national family center users in 2023. A sample of 1,086 adults was recruited from 48 family centers across South Korea. Participants, both online and offline, reported on various aspects of family life, including satisfaction, gender equality, work-home-life balance, family leisure, and internet usage for family and household purposes. Additionally, family relationships were explored in terms of dynamics with a spouse, children, and adult children. Data were analyzed using descriptive statistics and t-tests. In the family life domain, center users reported a high level of satisfaction, with women exhibiting greater awareness of gender equality and higher engagement in household chores than men. Furthermore, although a moderate balance among work, home, and life was reported, time emerged as a significant challenge for family leisure. Regarding technology, center users frequently utilized the internet for family communication, leisure, shopping, and household management. In the family relationships domain, men were more satisfied with spousal relationships than women. Center users reported high satisfaction with parent-child relationships. Parents of school-aged children perceived economic burdens, while those with adult children frequently provided psychological and instrumental support. These findings suggest the need for program modification and the development of new initiatives within national family centers to better support the diverse needs of families in terms of life satisfaction and relationship dynamics.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

The Embodiment of a Performer and Character: Psychophysical Pathway to the Practical Attunement of a Performer's Body

  • BongHee Son
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.68-74
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    • 2024
  • This thesis explores the embodiment of a performer and a character/role specifically by examining what the term character is associated with and implies in a sense of the performer's bodily training through which what happens to their body. First of all, this research begins to investigate the relationship between a performer and a character centred on the performer's bodily experience through training and/or studio work. From a perspective of a performer, the concept and practical approach of a character itself essentially includes and signifies all the given circumstance of a specific play which has to be acknowledged then inhabited through the performer's body. That is, the internal structure of the text parallels with articulating and developing the spine of a specific character which take place as the substance leads the performer's body to an organic action and/or that of way corresponding to what the character needs and wants to obtain through a series of moment on stage. Here, we argue that the purposeful action as a process and result of applying/inhabiting the substance enhances the performer's body as the whole being participates in the given environment within which his/her body can also work or function by means of the integrated oneness. Second, in a manner of the most fundamental level, both the ethic of acting and the central task of a performer remind us the significance of allowing therefore experiencing subtle bodily movement, namely, responses to stimulus from in/outside of his/her body either visible or invisible on the one hand. At the same time, such a journey of self-discovery empowers the performer to explore new potential possibilities on the other. Finally, as the research finding suggests that these practical insights are necessarily need to be acknowledged as a point of the departure through which the quality of a performer's body is also cultivated by means of the changeable wholeness in order to being on stage.