• Title/Summary/Keyword: Flow Experience Theory

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A Study of Driver's Response to Variable Message Sign Using Evolutionary Game Theory (진화 게임을 이용한 VMS 정보에 따른 운전자의 행태 연구)

  • Kim, Joo Young;Na, Sung Yong;Lee, Seungjae;Kim, Youngho
    • Journal of Korean Society of Transportation
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    • v.32 no.5
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    • pp.554-566
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    • 2014
  • An objective of VMS(Variable Message Signs) is to make transportation system effective specifically for driver's path selection. The traffic solutions including a VMS problem can be modeled through Game Theory, however, the majority of the studies can not model various driver's response according to VMS information in game theory. So, this paper tries to analyze a driver's response according to VMS traffic informations through evolutionary game theory. We apply a behavior characteristics of driver to evolutionary game theory, then finds drivers are only accepting in case of the biggest pay-off, and if a traffic flow finds a balance over time, ratio of accepting information is converged as an evolutionary stable state gradually. Consequently, the strategy of the other drivers such as traffic problems can not be predicted accurately. In case, drivers repeat between groups and reasonable judgment by the experience, we expect that VMS can provide strategic information through evolutionary game theory.

State of Mind in the Flow 4-Channel Model and Play (플로우 4경로모형의 마음상태와 플레이(play))

  • Sohn, Jun-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.2
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    • pp.1-29
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    • 2007
  • The flow theory becomes one of the most important frameworks in the internet research arena. Hoffman and Novak proposed a hierarchical flow model showing the antecedents and outcomes of flow and the relationship among these variables in the hyper-media computer circumstances (Hoffman and Novak 1996). This model was further tested after their initial research (Novak, Hoffman, and Yung 2000). At their paper, Hoffman and Novak explained that the balance of challenge and skill leads to flow which means the positive optimal state of mind (Hoffman and Novak 1996). An imbalance between challenge and skill, leads to negative states of mind like anxiety, boredom, apathy (Csikszentmihalyi and Csikszentmihalyi 1988). Almost all research on the flow 4-channel model have been focusingon flow, the positive state of mind (Ellis, Voelkl, and Morris 1994 Mathwick and Rigdon 2004). However, it also needs to examine the formation of the negative states of minds and their outcomes. Flow researchers explain play or playfulness as antecedents or the early state of flow. However, play has been regarded as a distinct concept from flow in the flow literatures (Hoffman and Novak 1996; Novak, Hoffman, and Yung 2000). Mathwick and Rigdon discovered the influences of challenge and skill on play; they also observed the influence of play on web-loyalty and brand loyalty (Mathwick and Rigdon 2004). Unfortunately, they did not go so far as to test the influences of play on state of mind. This study focuses on the relationships between state of mind in the flow 4-channel model and play. Early research has attempted to hypothetically explain state of mind in flow theory, but has not been tested except flow until now. Also the importance of play has been emphasized in the flow theory, but has not been tested in the flow 4-channel model context. This researcher attempts to analyze the relationships among state of mind, skill of play, challenge, state of mind and web loyalty. For this objective, I developed a measure for state of mind and defined the concept of play as a trait. Then, the influences of challenge and skill on the state of mind and play under on-line shopping conditions were tested. Also the influences of play on state of mind were tested and those of flow and play on web loyalty were highlighted. 294 undergraduate students participated in this research survey. They were asked to respond about their perceptions of challenge, skill, state of mind, play, and web-loyalty to on-line shopping mall. Respondents were restricted to students who bought products on-line in a month. In case of buying products at two or more on-line shopping malls, they asked to respond about the shopping mall where they bought the most important one. Construct validity, discriminant validity, and convergent validity were used to check the measurement validations. Also, Cronbach's alpha was used to check scale reliability. A series of exploratory factor analyses was conducted. This researcher conducted confirmatory factor analyses to assess the validity of measurements. All items loaded significantly on their respective constructs. Also, all reliabilities were greater than.70. Chi-square difference tests and goodness of fit tests supported discriminant and convergent validity. The results of clustering and ANOVA showed that high challenge and high skill leaded to flow, low challenge and high skill leaded to boredom, and low challenge and low skill leaded to apathy. But, it was different from my expectation that high challenge and low skill didnot lead to anxiety but leaded to apathy. The results also showed that high challenge and high skill, and high challenge and low skill leaded to the highest play. Low challenge leaded to low play. 4 Structural Equation Models were built by flow, anxiety, boredom, apathy for analyzing not only the impact of play on state of mind and web-loyalty, but also that of state of mind on web-loyalty. According the analyses results of these models, play impacted flow and web-loyalty positively, but impacted anxiety, boredom, and apathy negatively. Results also showed that flow impacted web-loyalty positively, but anxiety, boredom, and apathy impacted web-loyalty negatively. The interpretations and implications of the test results of the hypotheses are as follows. First, respondents belonging to different clusters based on challenge and skill level experienced different states of mind such as flow, anxiety, boredom, apathy. The low challenge and low skill group felt the highest anxiety and apathy. It could be interpreted that this group feeling high anxiety or fear, then avoided attempts to shop on-line. Second, it was found that higher challenge leads to higher levels of play. Test results show that the play level of the high challenge and low skill group (anxiety group) was higher than that of the high challenge and high skill group (flow group). However, this was not significant. Third, play positively impacted flow and negatively impacted boredom. The negative impacts on anxiety and apathy were not significant. This means that the combination of challenge and skill creates different results. Forth, play and flow positively impacted web-loyalty, but anxiety, boredom, apathy had negative impacts. The effect of play on web-loyalty was stronger in case of anxiety, boredom, apathy group than fl ow group. These results show that challenge and skill influences state of mind and play. Results also demonstrate how play and flow influence web-loyalty. It implies that state of mind and play should be the core marketing variables in internet marketing. The flow theory has been focusing on flow and on the positive outcomes of flow experiences. But, this research shows that lots of consumers experience the negative state of mind rather than flow state in the internet shopping circumstance. Results show that the negative state of mind leads to low or negative web-loyalty. Play can have an important role with the web-loyalty when consumers have the negative state of mind. Results of structural equation model analyses show that play influences web-loyalty positively, even though consumers may be in the negative state of mind. This research found the impacts of challenge and skill on state of mind in the flow 4-channel model, not only flow but also anxiety, boredom, apathy. Also, it highlighted the role of play in the flow 4-channel model context and impacts on web-loyalty. However, tests show a few different results from hypothetical expectations such as the highest anxiety level of apathy group and insignificant impacts of play on anxiety and apathy. Further research needs to replicate this research and/or to compare 3-channel model with 4-channel model.

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Awareness of Reality and Tradition in Oh Yun's Theory of Arts during His Final Period(1984~86) - Review on the Text of "Expansion of Artistic Imagination and World" (오윤의 말기(1984~86) 예술론에서의 현실과 전통 인식 - "미술적 상상력과 세계의 확대"에 대한 텍스트 검토)

  • Park, Ca-Rey
    • The Journal of Art Theory & Practice
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    • no.6
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    • pp.101-121
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    • 2008
  • An artist, Oh Yun(1946~86)'s theory of people's art during his final period is summed up in his essay 'Expansion of Artistic Imagination and World' (1985). Emphasizing the mystic and traditional characteristics of Oh Yun's artistic oeuvre during his final period, some critics focus on Oh Yun's experience of medical treatment and shamanistic custom at Jin Do island, and his belief in Jeung San Do, the dao of Jeung-san, the Ruler of the Universe. However, they forget the practical intention and implication of his theory of art during his final period, which aimed to overcome the contradiction of revelation itself. Oh Yun's essay criticized the loss of artistic imagination and the ignorance of traditional culture that resulted from the elevation of science to a religion, and insisted that the stereotyped idealism, scientism and elitism in art should be overcome in order to recover the full reality in realism and to continue traditional cultures. The essay is comprised of 18 paragraphs. Oh Yun criticized monochromatic art, conceptual art, hyper-realistic art, objet d'art, and neo-dadaist art, saying that they were simply mechanical forms of modern art derived from scientism and a fetishistic lens culture. In addition, he criticized naturalism in art, which had continued as a tendency in the development of western art, for the same reason. He pointed out that even the world of realism had been diminished by elite stereotypes and diagrams. He declared the need to overcome the imitation of shells or stereotyped propaganda, and recover full realism, which seems to have started with a reflective examination of current problems in 'Reality and Utterance', in which he participated. Especially, he thought that universality and the extension of full realism could be achieved by building on the views of traditional cultures, which is meaningful. This logic is same as the theory of epic theatre that Bertolt Brecht(1898~1956) has developed under the ancient Greek masque and Pieter Bruegel the Elder(1525~69)'s story-like picture style. The universality of realism and the extension of acquisition to include incantation art, rather than move toward incantation art, is what Oh Yun intended to propose in 'Artistic Imagination'. This attitude is same as Bertoh Brecht's aesthetic viewpoint in the 1930s. But regrettably, Oh Yun's style wording, which seems covert and far-sighted, is often misunderstood as 'mysticism'. In the flow of people's art in the 1980s, Oh Yun was a traditionalist in a narrow sense, and an realist in a broad sense. However, his critical mind, which comprehends tradition and reality, was attempting to expand universality and extend full realism, and this attempt found many sympathizers and had an influence on the next generation of people's artists, such as "Levee" which is field-centered, to which we should pay attention. This means that while their works thought about 'tradition', we should be careful not to connect them with 'aesthetic conservatism' or 'classical art'. This is the why the meaning of Oh Yun's theory of art during his final period should be closely examined again.

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Exploring the Characteristics of Science Gifted Students' Task Commitment (과학 영재들의 과제집착력 특성 탐색)

  • Jang, Jyungeun;Chung, Yoonsook;Choi, Yanghee;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.33 no.1
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    • pp.1-16
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    • 2013
  • In this research, we tried to discover the characteristics of gifted students by analyzing their experience in showing task commitment. In order to do this, we asked science gifted students to specifically describe their experiences while deeply experimenting on a scientific cause or theory. From their responses, we inductively explored the characteristics of science gifted students by extracting and analyzing the characteristics that show task commitment. Consequentially, the characteristics of the gifted students are divided into nine categories, which are confidence, setting a challenging goal, challenging approach for solving problems, sense of potential control, loss of self-consciousness, time distortion, submission to difficult task, initiative, and endurance, all of which appear repeatedly among the gifted students. With consensus among three experts who have experience in research on gifted education, these nine characteristics can be categorized into 3 characteristics; challenge, flow, and willingness. The three characteristics such as challenge, flow, and willingness well represent a definition of task commitment. These characteristics can explain the level of task commitment exhibited by science gifted students. It is possible to develop the tool and framework for judging the task commitment of gifted students on the basis of their characteristics.

A Comparative Study on the Museum Visitor Circulation with Spatial Analysis Theory base on Visual Perception (시지각 기반의 공간분석이론에 따른 관람동선 비교 연구)

  • Jung, Su-Yuong;Lim, Che-Zinn;Yoon, Sung-Kyu
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.198-205
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    • 2011
  • The study on how visitors of a museum view exhibition is necessary for providing quality experience to the visitors. Previous studies on the movement of visitors of a museum focused on qualitative analysis after the follow-up survey. Therefore, the purpose of this study is to find out various ways to use quantitative analysis methods on the movement of visitors in the museum. Quantitative analysis of the exhibition place and movement of visitors was conducted using programs to produce quantitative results from the space analysis including VAE, VGA, V-ERAM and ESA. VAE and VGA helped to understand the spatial structure and ESA was helpful to predict how the flow of human traffic would be in the museum. If the programs are used all together, it would be easier to quantitatively predict how the How of human traffic would be in an exhibition room. However, this study is in its infancy, so following studies are necessary based on more data and results of analysis in the future.

Rotor-Blade Shape Design and Power-Performance Analysis for Horizontal-Axis Tidal Turbine Using CFD (수평축 조류발전용 로터 블레이드 형상설계 및 CFD에 의한 출력성능해석)

  • Jung, Ji Hyun;Kim, Bum Suk
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.39 no.8
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    • pp.661-668
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    • 2015
  • We present a design methodology for horizontal-axis tidal turbine blades based on blade element momentum theory, which has been used for aerodynamic design and power-performance analysis in the wind-energy industry. We design a 2-blade-type 1 MW HATT blade, which consists of a single airfoil (S814), and we present the detailed design parameters in this paper. Tidal turbine blades can experience cavitation problems at the blade-tip region, and this should be seriously considered during the early design stage. We perform computational fluid dynamics (CFD) simulations considering the cavitation model to predict the power performance and to investigate the flow characteristics of the blade. The maximum power coefficient is shown to be about 47 under the condition where TSR = 7, and we observed cavitation on the suction and pressure sides of the blade.

Pathological Mechanism of Taeyang Blood Retention Pattern Based on Cases of Thrombosis in Patients with COVID-19 Infection : A Literature Review (코로나19 감염증 환자의 혈전 사례를 바탕으로 본 태양병 축혈증의 병리기전에 관한 문헌고찰)

  • Miso Park;Jungeun Choi;Junghyo Cho;Horyong Yoo;Ji-Yeon Lee
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.37 no.6
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    • pp.165-171
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    • 2023
  • COVID-19 infection heightens the risk of thromboembolism. To see the similarities between the COVID-19 infection and Taeyang blood retention pattern, we conducted a PubMed search using specific terms related to blood circulation issues in the context of COVID-19, summarizing findings from 13 cases and 4 observational studies involving actual patients. Patients with COVID-19 are at risk of blood coagulation due to factors such as viral-induced cytokine storms, vascular endothelial dysfunction, reduced mobility in bedridden or isolated individuals, and resulting constipation. Additionally, cytokine storms and severe inflammation can lead to delirium in COVID-19 patients. The Taeyang blood retention pattern manifests as symptoms arising from delirium and an increased blood coagulation tendency in patients with a robust immune response. According to the Sanghan theory, certain herbal treatments can alleviate symptoms in patients with a tight lower abdomen who do not experience urinary issues. Studies show that components like Persicae Semen and Rhei Redix et Rhizoma in these prescriptions enhance blood circulation and reduce hypercoagulability. Additionally, these treatments aim to promote blood flow by relieving abdominal pressure through facilitating bowel movements. The excessive inflammation and heightened blood coagulation tendency in COVID-19 resemble the Taeyang blood retention pattern, although they are caused by different pathogens. Reinterpreting classical oriental medicine's principles in a modern context may enhance our understanding of traditional East Asian Medicine and foster future developments.

The Effects of a Simulation-Based High Flow Nasal Cannula Oxygen Therapy Training Program on the Knowledge, Clinical Performance and Educational Satisfaction of Clinical Nurses (시뮬레이션기반 고유량산소요법 교육 프로그램이 임상간호사의 지식, 임상수행능력 및 교육만족도에 미치는 효과)

  • Jang, Kyung Soon;Ryu, Kyeong Hee;Kang, Hyeon Mo;Kang, In Hwa;Kwon, Jeong Hui;Lee, Gyeong Mi;Nam, Yun Jung;Seo, Mi Hye;Kim, Ji Yeon;Jung, Ji Yun;Kim, Hyun Ji;Bae, Hye Min
    • Journal of Korean Clinical Nursing Research
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    • v.26 no.1
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    • pp.47-58
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    • 2020
  • Purpose: The aim of this study was to develop a simulation-based High Flow Nasal Cannula Oxygen Therapy training program based on NLN/ISF to identify the effect on knowledge, clinical performance, and educational satisfaction compared to a group who had traditional High Flow Nasal Cannula Oxygen Therapy training after applying it to clinical nurses. Methods: 31 experimental groups and 33 control groups were conducted from August 2019 to September 2019 for inexperienced nurses over 4 months to 5 years with no experience using high-flow oxygen therapy. Educational programs were developed in scenarios according to Airvo2 and Optiflow, such as facilitator, participant, educational condition, design, characteristics, and educational outcomes. The education application was conducted in advanced for knowledge and clinical performance ability after watching therapy video. Since then, a total of 90 minutes have been conducted for respiratory failure theory training, airvo2 and optiflow simulation training, and debriefing. After applying the education, the medical institution measured nurses' knowledge, clinical performance, and education satisfaction. Data were analyzed using descriptive statistics, with the SPSS/WIN 22.0 program. Results: Both knowledge and educational satisfaction were higher in the experimental group than in the control group (t=-14.09, p<.001), (t=-12.99, p<.001). The clinical performance for both use of Optiflow and Airvo2 were higher in the experimental group than in the control group (t=-11.39, p<.001), (t=-11.38, p<.001). Conclusion: Results showed that the simulation-based High Flow Nasal Cannula Oxygen Therapy training was effective with the experimental group having increased scores for every area of this study.

Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.23-34
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    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

Diffusion of software innovation: a Petri Net theory perspective (Petri Net 이론 관점에서 본 소프트웨어 혁신의 확산)

  • Han, Jiyeon;Ahn, Jongchang;Lee, Ook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.858-867
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    • 2013
  • Hardware and software field are developed by environment of MPSOC. Also it is still working with economic world and academic world. This study focus on software side and try to classify from parallel programming design world. It can be divided by three; Data, Tasks, and Data flow model. Then we used Petri Net to CUDA and HOPES programmer and found how much they understand parallel programming for each side. We focus on two sides and what is different between their experience. Petri Net is easy to descript parallel program or parallel design pattern for Task, Data, and Hybird. This research can explain how they know and how much they know about parallel programming.