• Title/Summary/Keyword: Intention of action

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A Study on VR News - In Recognition of the VR News (VR 뉴스에 관한 연구 - VR 뉴스 인식을 중심으로)

  • Park, Jun Hyung;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.50-59
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    • 2016
  • VR refers to Virtual Reality technology that allows experiences of virtual contents as if they are real through visual, auditory and other senses. VR is even affecting the news. This greatly shakes the frame of the news. In other words, the conventional way of the new was to watch it with the passive action of seeing pictures, articles and images while VR News offers an active paradigm of experience and participation. This study analyzed the VR news of each press and investigated how VR news is developing. Furthermore, an experimental study was conducted to examine how users actually perceived the VR news. News made using both the existing method and the VR news method were comparatively shown to users who were following the news, and the interview was carried out through questionnaires. The results obtained through the statistics and analysis are as follows. Users made an assessment that they felt the sense of realism in recognition of the VR news while it was still lacking in terms of the unique information delivery that the news performs. However, the intention of using the VR news again was shown to be high, which demonstrated the expectation of users who have experienced the VR news.

Occluded Object Motion Tracking Method based on Combination of 3D Reconstruction and Optical Flow Estimation (3차원 재구성과 추정된 옵티컬 플로우 기반 가려진 객체 움직임 추적방법)

  • Park, Jun-Heong;Park, Seung-Min;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.5
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    • pp.537-542
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    • 2011
  • A mirror neuron is a neuron fires both when an animal acts and when the animal observes the same action performed by another. We propose a method of 3D reconstruction for occluded object motion tracking like Mirror Neuron System to fire in hidden condition. For modeling system that intention recognition through fire effect like Mirror Neuron System, we calculate depth information using stereo image from a stereo camera and reconstruct three dimension data. Movement direction of object is estimated by optical flow with three-dimensional image data created by three dimension reconstruction. For three dimension reconstruction that enables tracing occluded part, first, picture data was get by stereo camera. Result of optical flow is made be robust to noise by the kalman filter estimation algorithm. Image data is saved as history from reconstructed three dimension image through motion tracking of object. When whole or some part of object is disappeared form stereo camera by other objects, it is restored to bring image date form history of saved past image and track motion of object.

Clothing Consumers' Non-Purchase Shopping Behavior: Browsing Behavior Outside the Purchase Context (의류소비자의 비구매쇼핑행동에 관한 연구)

  • 김영미;이영선
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.6
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    • pp.793-803
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    • 1998
  • Since most clothing research has still centered around buying behavior, the importance of consumer behavior which exists outside the purchase context has been neglected. This orientation focusing solely on purchase-related processes is deficient as it cannot account for consumer behavior that is recreational or that occurs without a recognized consumption need. In this vein, clothing browsing behavior can be a significant variable that has effects on clothing purchase-related variables. So to speak, browsers do make purchases at times; delayed-action purchases, impulse purchases and browsers may provide other less informed people with product information. In this study, we used definition proposed by Bloch and Richins(1983), which defines non purchase shopping(browsing) as 1,he examination of merchandises of a store for recreational or informational purposes without a current intention to buy. The specific objectives of the study were to identify the dimensions of clothing non -purchase shopping and to determine the causal relationship among clothing involvement, non-purchase shopping, impulse buying, purchase quantity, opinion leadership. The questionnaire method was used and 366 questionnaires were analyzed. Results can be summarized as follows. First, the non-purchase shopping was divided into two dimensions such as recreational non-purchase shopping and informational non-purchase shopping Of the two dimensions, recreational dimension explained the greater part than informational one. Second, it was revealed that clothing involvement was strongly positively related to non-purchase shopping, which influenced considerably on impulse buying, purchase quantity, and opinion leadership. In other words, clothing non-purchase shopping behaivor is very significant concept of clothing product category and has considerable effects on clothing buying though it occurs independently of purchase, so it seems that much more concern will be needed on this concept.

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Effects of Regret in Consumer Failure Situation: Moderation of Self-Compassion (소비자 실패 상황에서 후회의 효과: 자기자비의 조절 효과)

  • Lee, Seongsoo;Woo, Seok Bong
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.119-126
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    • 2019
  • In this study, we examined whether the intention to choose varies according to the experience of the regret of consumers when experiencing a failure in the status quo or non-status quo, and how self-compassion plays a moderating role in this relationship. A experiment was conducted to achieve the purpose of the study. First, this study also confirmed that regret was a mediator between dissatisfaction with choice outcomes and behavioral intentions. Second, like previous studies, this study confirmed the effect of status quo in general. However, it can be seen that the effect depend on self-compassion. Or, the regrets of those with high self-compassion and their future behavioral intentions did not change significantly whether it was wrong due to maintaining on or changing of the status quo. On the other hand, those with low self-compassion showed the bigger differences, so they were typically showing the status quo effect.

Reinterpretation of Behavior for Non-compliance with Procedures : Focusing on the Events at a Domestic Nuclear Power Plants (절차 미준수 행동의 재해석 : 국내 원전 사건을 중심으로)

  • Dong Jin Kim
    • Journal of the Korean Society of Safety
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    • v.39 no.1
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    • pp.82-95
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    • 2024
  • Analyzing the aftermath of events at domestic nuclear power plants brings in the question: "Why do workers not comply with the prescribed procedures?" The current investigation of nuclear power plant events identifies their reasons considering the factors affecting the workers' behaviors. However, there are some complications to it: in addition to confirming the action such as an error or a violation, there is a limit to identifying the intention of the actor. To overcome this limitation, the study analyzed and examined the reasons for non-compliance identified in nuclear power plant events by Reason's rule-related behavior classification. For behavior analysis, I selected unit behaviors for events that are related to human and organizational factors and occurred at domestic nuclear power plants since 2017, and then I applied the rule-related behavior classification introduced by Reason (2008). This allowed me to identify the intentions by classifying unit behaviors according to quality and compliance with the rules. I also identified the factors that influenced unit behaviors. The analysis showed that most often, non-compliance only pursued personal goals and was based on inadequate risk appraisal. On the other hand, the analysis identified cases where it was caused by such factors as poorly written procedures or human system interfaces. Therefore, the probability of non-compliance can be reduced if these factors are properly addressed. Unlike event investigation techniques that struggle to identify the reasons for employee behavior, this study provides a new interpretation of non-compliance in nuclear power plant events by examining workers' intentions based on the concept of rule-related behavior classification.

A study on consumer perception types regarding regulations on the use of disposable products (1회용품 사용규제에 대한 소비자의 인식 유형 연구)

  • Hyunjin Baek;Hongcheol Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.269-275
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    • 2024
  • This study categorized and analyzed consumers' perceptions of regulations on the use of disposable products. As a result of the study, the first type, 'active participation type', expressed the view that in order to consume in line with social values, one must be willing to endure inconveniences. The second type, 'participation conflict type', expressed the view that although they think they should participate, they are not active in participating in actual consumption and feel conflicted. And the third type, 'participation indifference type', showed an attitude that there was little interest and intention to participate in the regulation on the use of disposable products. These findings suggest that consumer awareness needs to be reflected in the preparation of regulatory measures, and are expected to contribute to the preparation of consumer education and action plans.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

A Study on the Dependence of Mobile Instant Messenger (모바일 인스턴트 메신저 의존도에 관한 연구)

  • Kim, Jae-Jon;Lee, Yunhee;Nho, Hee-Ock;Park, Kyung-Ja
    • The Journal of Information Systems
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    • v.23 no.1
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    • pp.225-246
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    • 2014
  • With the recent establishment of a ubiquitous environment and the paradigm shift to a smart society, the use of mobile devices, such as smart phones and tablet PCs, has become widespread. Thus, the trend is gradually shifting from using Web-based Instant Messenger to using Mobile-based Instant Messenger. Mobile Instant Messenger refers to a service that allows instant messaging as well as data sending and receiving between individuals with exclusive application programs(mobile Apps), which can be used in portable devices-such as smart phones-with wireless Internet access. Korea's portal sites, telecommunication companies, and even big companies have all rushed into the MIM market to join the competition. The reason so many companies are showing interest in the MIM business is because it is rising as a core platform to substitute portal sites in the mobile society, and MIM is perceived as the best means to attract and secure users. The intention to reuse or use continually was considered an important factor in maintaining a dominant position amidst such fierce competition, and consequently, most research thus far has reflected such thought. However, the frequent or long-term use of a system alone cannot indicate the definite success of the system, nor guarantee its dominant position in the market. On the contrary, MIM dependence, which goes beyond simple repetitive use and indicates a state where users actually or emotionally depend on a specific system, can better explain the user action. However, not much research has been conducted on dependence. The research results showed that lively message, concise message, message responsiveness, and social belonging significantly affected perceived usefulness. Message responsiveness, Link, and social belonging significantly affected flow. Flow significantly affected MIM dependence, and perceived usefulness did not affect MIM dependence. This study has proven that lively message, concise message, message responsiveness, Link, social belonging and perceived usefulness are important antecedents and mediating factors of MIM dependence. Moreover, this study is significant in that it explains the overall process of MIM dependence, and expands on the variety and scope of research that can be applied to MIM-related studies.

The Relationship among Brand Equity, Corporate personality, Attachment and Consumer behavior (관광목적지의 브랜드자산, 자아일치성, 애착 및 행동의도간의 관계)

  • Seo, Kyung-Do;Lee, Jung-Eun
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.313-320
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    • 2013
  • In this study of tourism destination brand equity and self-consistent interstellar significant attachment relationships and brand equity and behavioral intention was to determine the effect on the relationship. First, the tourism destination brand equity of the self-consistent sex tourists will have a significant impact is to test the hypothesis of a multiple regression analysis was conducted brand equity, loyalty, self image and gender matched only indicates the relationship was significant. Second, self Correspondence tourist destination tourists will have a significant effect on attachment. In order to verify the hypothesis that the multiple regression analysis was conducted for self-Correspondence attachment was significantly related shows. Third, the attachment of tourist destinations for travelers of action also will have a significant impact on. Hypotheses multiple regression analysis was conducted to attachment behavior also shows significant relationship was about.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.