• 제목/요약/키워드: First-person

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대학생의 신체 장애인에 대한 인식과 태도 비교 연구 (Comparative Study on Attitudes toward the Disabled person of University Students)

  • 김미희
    • 한국응급구조학회지
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    • 제10권2호
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    • pp.5-14
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    • 2006
  • The purpose of this study was supply basic information and positive attitude needed to understand the disabled person through the analysing EMT Dept. student reaction on the disabled person. The subjects for this study were 251 students from G-college in In-Cheon City. The subjects were separated as the EMT dept. students and general dept student. The instrument used for this study were Lazer. Bonett and Granaff(1973). The scale of attitude on the disabled person. Data were analyzed by use of two-sample t-test and correlation coefficient with SAS program. Results are as follows ; 1. Frist, the EMT Dept. students showed more positive and optimistic attitude on the disabled person as safety prevention with their family life and safety prevention with first impression, but the general dept. student showed more positive and optimistic attitude on the disabled person as safety prevention with their self-consciousness, safety prevention with operative capacity, safety prevention with social life and safety prevention with school life. 2. Second, on attitude of 1 or 2 grade, first grade showed more positive and optimistic attitude on the disabled person as safety prevention with self-consciousness and safety prevention with operative capacity. Second grade showed more positive and optimistic attitude on the disabled person as safety prevention with social life, safety prevention with family life and safety prevention with school life. and first impression. But disabled person as safety prevention with self-consciousness, safety prevention with operative capacity, safety prevention with social life, safety prevention with school life and first impression. 3. Third, in interrelation effect analysing each section department and grade. They showed and interrelated more positive and optimistic attitude on the disabled person as safety prevention with their social life and first impression. As a results, it is important to understand disabled person whose physical condition. Especially, this study suggests to need to endeavor safety prevention for disabled person.

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3D 1인칭 슈팅 게임에서의 시각적 요소와 주체 (Screen Image and Subjectivity of 3D First-Person Shooting Game)

  • 전경란
    • 한국게임학회 논문지
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    • 제10권3호
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    • pp.37-45
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    • 2010
  • 이 연구에서는 3D 1인칭 슈팅게임의 시각적 요소를 살펴보고, 그 고유한 특징으로 인해 새롭게 구성되는 주체의 문제를 검토하였다. 3D 1인칭 슈팅게임은 현실 세계에서 인간이 갖는 시각 경험을 재매개함으로써 게이머로 하여금 몰입감을 창조한다. 주관적 시점의 구성, 상대적으로 투명한 인터페이스의 설정 등은 3D 1인칭 슈팅게임의 영상이 지니고 있는 특징이라 할 수 있다. 이러한 게임의 시각적 요소를 통해 구성되는 주체는 영화에서 봉합과 같은 장치를 통해 형성되는 주체와 다른 것이며, 게이머는 주관적 시점과 자율적인 영상 구성을 통해 시선의 주체, 행위의 주체이자 서술의 주체가 된다. 그러나 3D 1인칭 슈팅게임에서 게이머는 완전한 의미의 말하는 주체가 아니라 시야의 제한으로 인해 불완전한 수준의 주체에 머무르게 된다.

디지털 게임 시점의 특징과 사용 이유 분석: 왜 게임들은 1인칭 시점보다 3인칭 시점을 더 많이 사용하는가? (Analyses on Characteristics and Usage of Digital Game Viewpoint: Why do Games use Third-person Viewpoint more often than First-person Viewpoint?)

  • 류예슬;이형철;김신우
    • 한국콘텐츠학회논문지
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    • 제15권7호
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    • pp.75-83
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    • 2015
  • 게임의 시점은 사용자의 몰입감을 결정하는 중요한 요소이며, 다양한 시점들 중 사용자들은 1인칭 시점에서 가장 높은 몰입감을 경험한다고 알려져 있다. 그러나 실제 게임에서는 1인칭 시점보다 3인칭 시점을 더 많이 사용하고 있다. 본 연구에서는 게임에서 3인칭 시점이 더 선호되는 이유에 대해 분석해 보고자 하였다. 이를 위해 기존에 알려진 세 가지 시점 (1, 3인칭, 전지적)과 카메라와 캐릭터간의 거리 (근접, 원격)의 조합으로 여섯 가지 시점을 정의하였다. 조사 대상은 최근 10년간 발매된 게임 중 높은 평점을 받은 100개의 게임이며, 각 시점을 선택한 게임의 빈도와 장르별 시점 선택빈도를 분석하였다. 그 결과 예상대로 전체적으로 3인칭 시점이 1인칭 시점보다 더 많이 사용되었다. 그러나 장르에 따라 선호하는 시점이 달랐는데, 예를 들어 슈팅게임의 경우에는 대부분의 게임이 1인칭 근접 시점을 사용하였다. 이 결과는 게임의 특성과 함께 시야 범위가 시점 선택에 영향을 미쳤기 때문으로 해석할 수 있다. 즉, 시점의 선택에서 개발자는 몰입감뿐만 아니라 게임을 이용하기 용이한 시야를 선택하기 때문에 많은 게임들에서 3인칭이 사용된다고 결론내릴 수 있다.

The Third- and First-Person Effects of Election Polling News Through Emotions

  • Kim, Hyunjung
    • Asian Journal for Public Opinion Research
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    • 제10권4호
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    • pp.262-276
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    • 2022
  • In this study, we examine how the third- and first-person perceptions of election polling news are linked to voters' political behaviors through anxiety and pride. The results of two web-based surveys conducted before and after the 2022 local elections in South Korea demonstrate that the third-person perception of election polling news is directly and indirectly linked to support for restrictions on media reports of election poll results through anxiety. The first-person perception of polling news is positively associated with reinforcement of support for the preferred candidate. These results suggest that how voters perceive the effects of polling news may have actual impacts on their political behaviors.

응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교 (Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments)

  • 이효주;신상열;정은경
    • 한국응급구조학회지
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    • 제24권3호
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    • pp.55-63
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    • 2020
  • Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.

게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이 (Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space)

  • 김기윤;이주환
    • 디지털콘텐츠학회 논문지
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    • 제18권8호
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    • pp.1489-1494
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    • 2017
  • 본 연구에서는 다양한 장르를 가진 디지털 게임의 영역에서도 1인칭 시점에 머물러있는 가상현실 게임 콘텐츠들의 한계에 대해 선행연구와 사례를 통해 고찰하고, 이를 바탕으로 가상공간 게임에서의 시점(1인칭, 3인칭)과 햅틱 피드백이 가져다주는 게임의 몰입감과 현존감 및 재미의 차이를 실험을 통하여 알아보았다. 실험 결과를 살펴보면 게임의 시점은 3인칭일 때보다 1인칭일 때, 햅틱 피드백이 제시될 때 몰입감과 현존감 및 재미가 증가하는 것을 알 수 있었다. 그러나 가상공간 환경과 게임 시점 간의 상호작용은 발견할 수 없었다. 이러한 결과로 가상공간 게임들은 1인칭을 시점으로 하여 햅틱 피드백을 사용하는 것이 적절하다고 할 수 있으나 게임 시점과 가상현실 환경이 무관한 점, 1인칭시점 게임보다는 3인칭이 더 인기를 끄는 점 등 을 빌어 가상공간에서의 3인칭시점 게임의 가능성을 시사한다.

논문 초록상 사용되는 일인칭 대명사(I, We)의 수량적 활용도 (Quantitative Evidence on the Uses of the First Person Pronoun (I and We) in Journal Paper Abstracts)

  • Kim, Eungi
    • 정보관리학회지
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    • 제32권1호
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    • pp.227-243
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    • 2015
  • 본 논문의 목적은 논문초록의 일인칭 대명사 사용 실태에 대한 수량적 고찰이다. 총 9개국 (중국, 독일, 인도, 일본, 한국, 프랑스, 스페인, 영국, 미국)의 네 가지 분야 (화학, 컴퓨터 과학, 사회 과학, 의학)에서 약 144,400개의 논문을 출력하여 수량적 사용빈도수를 분석하고 검토하였다. 이러한 연구를 통해 세계적으로 학계의 저자들이 보여주는 일인칭 대명사의 수량적 활용도를 보고하였다. 더 나아가 이러한 결과는 논문초록에서 일인칭 대명사 사용을 기피하는 저자들의 입장과는 달리 일반적으로 흔하게 사용되는 실태를 보여주고 있다. 이 연구의 의미는 일인칭 대명사에 대한 사용을 수량적 사용도로 측정하여 고찰하였다는 점이다. 또한 이를 근거로 학자들이 초록을 작성할 때 일인칭 대명사 사용에 대한 의견을 개진하기 앞서 사용 실태를 우선적으로 인정해야 할 필요성을 제시해준다는 것이다.

CONTINUOUS PERSON TRACKING ACROSS MULTIPLE ACTIVE CAMERAS USING SHAPE AND COLOR CUES

  • Bumrungkiat, N.;Aramvith, S.;Chalidabhongse, T.H.
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.136-141
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    • 2009
  • This paper proposed a framework for handover method in continuously tracking a person of interest across cooperative pan-tilt-zoom (PTZ) cameras. The algorithm here is based on a robust non-parametric technique for climbing density gradients to find the peak of probability distributions called the mean shift algorithm. Most tracking algorithms use only one cue (such as color). The color features are not always discriminative enough for target localization because illumination or viewpoints tend to change. Moreover the background may be of a color similar to that of the target. In our proposed system, the continuous person tracking across cooperative PTZ cameras by mean shift tracking that using color and shape histogram to be feature distributions. Color and shape distributions of interested person are used to register the target person across cameras. For the first camera, we select interested person for tracking using skin color, cloth color and boundary of body. To handover tracking process between two cameras, the second camera receives color and shape cues of a target person from the first camera and using linear color calibration to help with handover process. Our experimental results demonstrate color and shape feature in mean shift algorithm is capable for continuously and accurately track the target person across cameras.

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From Thinking to Action: The Moderating Effect of Perspective Taking on Embodied Cognition

  • Min, Dongwon;Kang, Hyunmo
    • Asia Marketing Journal
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    • 제15권2호
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    • pp.117-132
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    • 2013
  • Recent developments in embodied cognition suggest that people process environmental information by using their bodily state and mental simulation. The focus of embodiment theory is that cognitive processing is based on the interaction among the body, the mind, and the world. Based on embodied theories of cognition, the authors predict that when the representation of marathon running is activated, bodily feedback such as tiredness and thirst will occur because mental simulation of marathon running contains sensorimotor representation of marathon running. As a result, it is predicted that participants primed with marathon runner will have more desire to have products that enable thirsty-quenching. Specifically, this research proposes that consumers' tendency to adopt the perspective of others influences embodied cognition, since perspective taking leads people to assimilate their own self-judgments and behaviors toward the cognitive representations of others. An experiment reveals that both perceptual and cognitive perspective taking tendencies moderate how participants respond to the contextual cues. The effect of perspective taking is moderated by whether participants are prompted to adopt a first-person view or a third-person view. In detail, among the high perspective takers, those in the marathon-first-person condition drink more the mineral water than those in the marathon-third-person condition, who in turn drink more the mineral water than those in the control condition. Among the low perceptual perspective takers, however, there are no significant differences in the amount of mineral water intake. This research delivers important insights for advertising messages. When being exposed to an advertisement, high perspective taking consumers may be more engaged in the advertised message than low perspective taking consumers, which in turn high (vs. low) perspective taking consumers' tendency to respond behaviorally consistent with the message may be higher. Based on the findings of this research, if the message induces the high perspective taking consumers to have a first- (vs. third-) person view, this effect may be stronger. Moreover, if the advertising message contains behaviors, such as using the target product, inducing consumers to mimic the behaviors seems to bring more behavioral responses which marketers intend.

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1인가구 근로자의 식사 관련 시간 분석: 다인가구와의 비교 및 성별·연령대별 차이를 중심으로 (Meal-related time use of employees living in one-person and multi-person households: A comparison focused on gender and age differences)

  • 김유경
    • 가족자원경영과 정책
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    • 제22권3호
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    • pp.21-41
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    • 2018
  • This study determined the characteristics of meal-related time use among employees living in one-person and multi-person households by conducting a comparison focused on gender and age differences. Among the questionnaires distributed to employees during the 2014 Korean Time Use Survey, 19,692 were used for final analysis. The results were as follows: First, the one-person households had shorter meal-related time use than did the multi-person households, except for the time spent having snacks and beverages. Second, meal-related time use was generally longer in non-working days than in workdays. Third, gender differences in meal-related time use were observed, with the more significant ones being the differences in time devoted to meal preparation and dishwashing. Fourth, in both the one-person and multi-person households, women spent a longer amount of time preparing meals and washing dishes than did men, but this difference was greater in multi-person households. Fifth, old individuals spend a longer time preparing meals and washing dishes than did young individuals. Policies must be enforced to improve the quality of diets in one-person households. Such households should also be provided nutrition education to increase their awareness of the importance of healthy and regular meals. Another essential requirement of policy is the provision of gender equality education for both the one-person and multi-person households.