• Title/Summary/Keyword: Interaction Model

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The Influence of Work-Family Conflict on the Marital Satisfaction of Dual-Earner Couples: Moderating effect of three types of coping strategies (맞벌이 부부의 일-가정 갈등이 결혼만족에 미치는 영향에서 스트레스 대처의 조절효과)

  • Lim, In-Hye;Yoo, Sung-Kyung
    • Korean Journal of Culture and Social Issue
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    • v.26 no.4
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    • pp.551-578
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    • 2020
  • The purpose of this study is to identify the moderating effect of each of the three stress response (problem-centered treatment, pursuit of social support, and positive thinking) in the effect of work-family conflict between dual-earner couples on marriage satisfaction. To this end, 369 married couples (369 wives, 369 husbands) who raise children under the age of 6 were surveyed on stress coping (problem-centered, social support, and positive thinking), work-family conflicts, and marriage satisfaction. Based on the Actor-Partner Interdependence Model (APIM), the collected data verified six research models by distinguishing the moderating effects of each of the three coping strategies from the direction of Work to Family conflict and Family to Work conflict. Interaction graphs were also presented to determine the pattern of significant buffering effects. As a result, first of all, the problem-oriented strategy of the wife buffer the negative impact of the husband's WFC on the husband's own and wife's marriage satisfaction. It was also found that problem-oriented strategy that husband himself uses to buffer the negative impact of the husband's FWC on his wife's marriage satisfaction. Second, the pursuit of social support confirmed that the negative effects of the husband's WFC on the husband's marriage satisfaction were mitigated by the pursuit of social support used by his wife. Third, in the case of positive thinking, the effect of the positive thinking on the husband's WFC on the marriage satisfaction of the husband and wife was shown, and the positive response effect of the wife's FWC conflict was also shown. Finally, based on the results of this study, the discussion and implications of the study were presented.

The Effect of Social Function and Telepresence on Intention to Offer Support Through Trust of Metaverse Participants (메타버스의 사회적 기능과 원격실재감이 메타버스 참여 주체의 신뢰를 통해 요청지원 의도에 미치는 영향)

  • Hwang, Inho
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.3
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    • pp.29-46
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    • 2022
  • COVID-19 has radically changed the behavior of members of society for exchange. In particular, the strong contagiousness of the virus is increasing networking on online platforms while reducing people's networking in the real world. Recently, the metaverse, which strengthened the presence based on 3D technology, is attracting attention from members of society such as individuals and companies. We present a method to improve metaverse utilization from the perspective of organizations and employees who have introduced metaverse for work. In other words, we check the effect of metaverse social function and telepresence on the employee's intention to offer support by improving the trust of the metaverse participants. We obtained samples through questionnaires targeting employees of organizations that introduced metaverse to their work, and verified the research hypothesis by applying the structural equation model. As a result, social interactivity, reciprocal favor, and telepresence of metaverse partially affected metaverse trust (platform, peer, organization), and metaverse trust increased the intention to offer support. Our study suggests a strategic direction to improve the metaverse utilization and exchange level of employees of organizations who want to use the metaverse for business.

Deep Learning Based Group Synchronization for Networked Immersive Interactions (네트워크 환경에서의 몰입형 상호작용을 위한 딥러닝 기반 그룹 동기화 기법)

  • Lee, Joong-Jae
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.373-380
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    • 2022
  • This paper presents a deep learning based group synchronization that supports networked immersive interactions between remote users. The goal of group synchronization is to enable all participants to synchronously interact with others for increasing user presence Most previous methods focus on NTP-based clock synchronization to enhance time accuracy. Moving average filters are used to control media playout time on the synchronization server. As an example, the exponentially weighted moving average(EWMA) would be able to track and estimate accurate playout time if the changes in input data are not significant. However it needs more time to be stable for any given change over time due to codec and system loads or fluctuations in network status. To tackle this problem, this work proposes the Deep Group Synchronization(DeepGroupSync), a group synchronization based on deep learning that models important features from the data. This model consists of two Gated Recurrent Unit(GRU) layers and one fully-connected layer, which predicts an optimal playout time by utilizing the sequential playout delays. The experiments are conducted with an existing method that uses the EWMA and the proposed method that uses the DeepGroupSync. The results show that the proposed method are more robust against unpredictable or rapid network condition changes than the existing method.

Finding ouf the Culture of University life of Students Specialized in Golf (골프 종목 체육특기자 학생들의 대학생활 문화 알아보기)

  • Kim, Dong-kee
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.5
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    • pp.652-665
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    • 2022
  • This study attempted to illustrate in-depth light on the process of experiencing the campus life of university life of students specialized in golf who are forming new exercise culture in a transitional state students based on the grounded approach. For this, it selected 10 athletic students as research participants majoring in golf in A University in Chungcheong-do and collected data through in-depth interviews. As for the data analysis, the coding paradigm was composed to derive concepts and clarify the relations between concepts according to the grounded theoretical analysis suggested by Strauss and Corbin (1990), and the research results are as follows: First, 117 concepts, 16 subcategories, and 10 upper categories were deducted in the open coding. Second, the causal conditions were categorized into "University Life of Contactless Classes," contextual elements into "Practical Exercise," and "Participation in Classes," and the central phenomenon was regarded as the "Meaning of University Life as a University Athletic Student (golf)." As a result of reviewing the process of exercise and study at the same time, the conditions of arbitration were summarized as "Relation Formation" and "Ability Improvement," and the action/interaction strategies were categorized as "Academic Research" and "Negative Thinking," and at last, the results were composed of "Looking Back at the Past University Life," "Identity," and "Future Design." Based on these research results, the model of doing exercise and study at the same time of the university athletic students (golf) was categorized by the grounded theoretical paradigm procedure, and the university athletic students (golf) continued their university life without rest as their exercise life was influenced positively by academic life, and in addition, policy implications for enhancing the competency of student athletes who can encompass both exercise and study were presented.

The effect of Art Experience on Consumption of Art and Culture: Focusing on Art Exhibition Visits (문화예술 경험 요인이 문화예술향유에 미치는 영향 - 미술 전시회 관람을 중심으로 -)

  • Lee, Ah Young;Kim, Bumsoo
    • Korean Association of Arts Management
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    • no.58
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    • pp.89-119
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    • 2021
  • This study empirically analyzes the factors that affect the people's enjoyment of pure culture and arts, especially art exhibitions. We use 56,588 sample data from the "The Survey of Cultural Enjoyment" collected by the Ministry of Cultrure, Sports and Tourism over the last 10 years and perform multiple regression and Multi-Way ANOVA to analyze the effect of individual's cultural experience on art exhibit visits. The results of the analysis show that the experience of participating in culture and arts events, culture and arts education, and participation in culture and arts clubs have a positive effect on the art exhibition visits. We also identify the positive interaction effects between the three independent variables. In other words, it was found that the average number of visits to art exhibitions was higher for groups who had experience of participating in culture and arts events, culture and arts education, and culture and arts clubs. This study provides a first empirical analysis on personal factors influencing art exhibition visits in Korea and lays the groundwork for future studies in developing a comprehensive predictive model for cultural art visits. In addition, we give policy implications and suggestions specifically, mid-term policies related to promoting art exhibition visits as an extension of individual's engagement with pure culture and arts through big data analysis.

Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.29-41
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    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.

Multi-fidelity uncertainty quantification of high Reynolds number turbulent flow around a rectangular 5:1 Cylinder

  • Sakuma, Mayu;Pepper, Nick;Warnakulasuriya, Suneth;Montomoli, Francesco;Wuch-ner, Roland;Bletzinger, Kai-Uwe
    • Wind and Structures
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    • v.34 no.1
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    • pp.127-136
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    • 2022
  • In this work a multi-fidelity non-intrusive polynomial chaos (MF-NIPC) has been applied to a structural wind engineering problem in architectural design for the first time. In architectural design it is important to design structures that are safe in a range of wind directions and speeds. For this reason, the computational models used to design buildings and bridges must account for the uncertainties associated with the interaction between the structure and wind. In order to use the numerical simulations for the design, the numerical models must be validated by experi-mental data, and uncertainties contained in the experiments should also be taken into account. Uncertainty Quantifi-cation has been increasingly used for CFD simulations to consider such uncertainties. Typically, CFD simulations are computationally expensive, motivating the increased interest in multi-fidelity methods due to their ability to lev-erage limited data sets of high-fidelity data with evaluations of more computationally inexpensive models. Previous-ly, the multi-fidelity framework has been applied to CFD simulations for the purposes of optimization, rather than for the statistical assessment of candidate design. In this paper MF-NIPC method is applied to flow around a rectan-gular 5:1 cylinder, which has been thoroughly investigated for architectural design. The purpose of UQ is validation of numerical simulation results with experimental data, therefore the radius of curvature of the rectangular cylinder corners and the angle of attack are considered to be random variables, which are known to contain uncertainties when wind tunnel tests are carried out. Computational Fluid Dynamics (CFD) simulations are solved by a solver that employs the Finite Element Method (FEM) for two turbulence modeling approaches of the incompressible Navier-Stokes equations: Unsteady Reynolds Averaged Navier Stokes (URANS) and the Large Eddy simulation (LES). The results of the uncertainty analysis with CFD are compared to experimental data in terms of time-averaged pressure coefficients and bulk parameters. In addition, the accuracy and efficiency of the multi-fidelity framework is demonstrated through a comparison with the results of the high-fidelity model.

A Study on Elementary School Teachers' Experiences in Teaching Students with Low Achievement in Science based on Grounded Theory (초등교사의 과학학습부진학생 지도경험에 관한 근거이론적 연구)

  • Kang, Jihoon
    • Journal of Korean Elementary Science Education
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    • v.41 no.1
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    • pp.44-64
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    • 2022
  • This study explored the elementary school teachers' experiences while teaching students with low achievement in science based on the grounded theory. In-depth interviews and analysis were conducted on 13 teachers with experiences in teaching students with low achievement in science within the last three years and more than five years of field experience until the theoretical saturation of data on the teaching experiences for students with low achievement in science. The analysis results were as follows. First, the teaching experiences of elementary school teachers for underachievers in science were classified into 119 concepts, 41 subcategories, and 17 categories. Based on the paradigm model, the categories were structured and presented as causal conditions, contextual conditions, intervening conditions, action/interaction strategies and consequences based on the central phenomenon of 'difficulty in teaching students with low achievement in science'. Second, the core category of elementary school teachers' teaching underachievers in science was assumed to be 'overcoming difficulties and teaching underachievers in science'. And according to the properties and dimensions of the core category, teachers who teaching students with low achievement in science were divided into four types: 'compromising-', 'overcoming-', 'accepting-', and 'conflicting-reality type'. Third, a conditional matrix was presented to summarize and integrate the results of this study by classifying the teaching experience of elementary school teachers for underachievers in science into educational providers and educational demanders. On the basis of these findings, educational implications for teaching students with low achievement in science were discussed.

Metaverse Augmented Reality Research Trends Using Topic Modeling Methodology (토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석)

  • An, Jaeyoung;Shim, Soyun;Yun, Haejung
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.123-142
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    • 2022
  • The non-face-to-face environment accelerated by COVID-19 has speeded up the dissemination of digital virtual ecosystems and metaverse. In order for the metaverse to be sustainable, digital twins that are compatible with the real world are key, and critical technology for that is AR (Augmented Reality). In this study, we examined research trends about AR, and will propose the directions for future AR research. We conducted LDA based topic modeling on 11,049 abstracts of published domestic and foreign AR related papers from 2009 to Mar 2022, and then looked into AR that was comprehensive research trends, comparison of domestic and foreign research trends, and research trends before and after the popularity of metaverse concepts. As a result, the topics of AR related research were deduced from 11 topics such as device, network communication, surgery, digital twin, education, serious game, camera/vision, color application, therapy, location accuracy, and interface design. After popularity of metaverse, 6 topics were deduced such as camera/vision, training, digital twin, surgical/surgical, interaction performance, and network communication. We will expect, through this study, to encourage active research on metaverse AR with convergent characteristics in multidisciplinary fields and contribute to giving useful implications to practitioners.

An Analysis of Road User Acceptance Factors for Fully Autonomous Vehicles : For Drivers and Pedestrians (완전 자율주행자동차에 대한 도로이용자 수용성 요인 분석 : 운전자 및 보행자를 대상으로)

  • Jeong, Mi-Kyeong;Choi, Mee-Sun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.5
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    • pp.117-132
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    • 2022
  • The purpose of this study is to analyze factors that affect road users' acceptance of fully autonomous vehicles (level 4 or higher). A survey was done with drivers of general cars and pedestrians who share roads with fully autonomous vehicles. Five acceptability factors were selected: trust towards technology, compatibility, policy, perceived safety, and perceived usefulness. The effect on behavioral intention was analyzed using structural equation modeling (SEM). The perceived safety and trust towards technology were found to be very important in the acceptance of fully autonomous vehicles, regardless of the respondent, and policy was not influential. Compatibility and perceived usefulness were particularly influential factors for drivers. In order to improve the acceptance by road users, securing technical completeness of fully autonomous vehicles is important. Certification and evaluation of the safe driving ability of fully autonomous vehicles should be thoroughly performed, and based on the results, it is necessary to improve the perception by road users. It is necessary to positively recognize fully autonomous vehicles through education and publicity for road users and to support their smooth interaction.