• 제목/요약/키워드: Perceived Affordance

검색결과 19건 처리시간 0.025초

스마트폰 인터페이스의 어포던스 맥락에 관한 연구 (A Study on the Context of Affordance in Smart-phone Interface)

  • 김형우
    • 한국멀티미디어학회논문지
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    • 제18권5호
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    • pp.663-670
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    • 2015
  • In this study, I have researched the theories about Gibson's real affordance and Norman's perceived affordance which are central fact of affordance, And I have examined the context of affordance in smart-phone interface which was consist of affordance and signifier with viewpoint of amalgamation of Gibson & Norman. The results of this study are as follows; The first, Gibson's real affordance is a physical space in ubiquitous environment that interact through the behavioral space is composed with physical space and electronic space. Norman's perceived affordance is mediated to electronic space and signifier makes a behaviroal space which provide the clue of interaction. The second, signifier can be categorized into visceral, behavioral and reflective signifier based on three brain actions which are visceral, behavior, and reflection. Through the categorization, we can grasp that behavioral and reflective signifies generate visceral signifier. The third, the context of affordance in smart-phone has the structure of circulation. The structure of circulation is as follows: Real affordance makes the perceived affordance, the perceive affordance makes the signifiers and the signifiers make new real affordance. This study could provide the theoretical basis for using signifier in smart-phone interface design.

지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향 (The Effect of Perceived Affordances of Gamified Avatar Fashion Styling on Metaverse Engagement Behavior Intention)

  • 위지원;윤남희;이윤정
    • 한국의류학회지
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    • 제47권3호
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    • pp.560-576
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    • 2023
  • Drawing on gamification affordance theory, this study examines the relationships among key affordances of avatar fashion styling, perceived enjoyment, and engagement behavior intentions-defined as the intention to share content on avatars in the metaverse platform-and the moderating role of metaverse familiarity. Based on survey data collected from 198 Korean ZEPETO users with avatar fashion styling experience, the hereby proposed research model was tested with structural equation modeling. The results demonstrated that self-expression and competition positively influenced perceived enjoyment, which subsequently affected customers' engagement behavior intention. Furthermore, metaverse familiarity as a moderating effect intensified the positive association between affordances and perceived enjoyment as well as between perceived enjoyment and engagement behavior intentions. The individual interaction effect of each affordance dimension on perceived enjoyment was different, with self-expression having a greater influence on enjoyment among the high-familiarity group and competition having a greater influence on enjoyment among the low-familiarity group. Considering that users with low metaverse familiarity might have higher needs for social interaction for adaptation, competition, being more socially triggering, might have affected these users more crucially.

메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service)

  • 김민지;이승준;최정일
    • 품질경영학회지
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    • 제51권1호
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.

환경적 지원성과 활동적 노인의 총체적 건강 간의 관계에 대한 질적사례 연구 (A Case Study on Relationship between Environmental Affordance and Holistic Health of the Active Elderly)

  • 이희진;이연숙;이수진
    • 한국주거학회논문집
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    • 제21권2호
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    • pp.77-86
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    • 2010
  • Korean population is now aging at an unprecedented rate. Fertility decline together with rapid improvements in life expectancy is the dominant demographic trend. As human life and housing environment are inseparably related to each other, the importance of conditions of housing environment for active aging among seniors has been received considerable attention as vital ones to expand the independency period of seniors. The purpose of this case study is to identify relationships between environmental affordance and perceived holistic health of the active elderly living in a retirement community located in Seoul. With spending time personally in the community to observe their lives, the researcher could be in close rapport with the residents. After the period of getting familiar with each other, in-depth individual interview and focus group interview were conducted and then, qualitative analysis was completed. As a result, general evidences showed that perceived seniors' health on the whole was improved physically, socially, and mentally by moving into the community providing appropriate environment affordance with the older adults. The study presents that retirement relocation into an improper environment may be a negative challenge, however, it may positively influence on the health and well-being of those who live there if the environment properly supports seniors‘ needs physically and socially

라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향 (The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention)

  • 주은신
    • 한국콘텐츠학회논문지
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    • 제22권2호
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    • pp.734-751
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    • 2022
  • 실시간 온라인 방송이 다양한 플랫폼을 통해 보급되면서 전 세계적으로 큰 인기를 끌고 있다. 특히 코로나 19 대유행으로 인해 사회적 거리두기가 시행됨에 따라 국내 온라인 쇼핑 분야에서 전례 없는 성장세를 보여주고 있다. 본 연구는 IT 어포던스의 관점에서 라이브 커머스의 디지털 플랫폼 차원의 기술 어포던스 특성이 이용자의 상호작용성과 몰입감을 매개로 구매 의도에 어떠한 영향을 미치는지를 살펴보고자 했다. 이를 위해, 국내 라이브 커머스 이용 경험자 440명을 대상으로 온라인 설문조사를 실시하였다. 수집된 자료는 확인적 요인분석과 구조방정식모형을 실시하여 분석하였다. 연구 결과 플랫폼의 메타보이싱과 쇼핑가이드 특성을 높게 인지할수록 이용자의 상호작용성은 높아지는 것으로 나타났다. 또한, 제품에 관한 가시성이 뛰어나다고 느낄수록 이용자는 쇼핑 상황에 더 몰입하는 것으로 밝혀졌다. 나아가 상호작용성과 몰입감은 매개 변수로서 IT 어포던스 특성이 구매 의도에 미치는 영향에 중요한 역할을 수행하는 것으로 나타났다. 본 연구의 결과를 바탕으로 라이브 커머스 마케팅 전략 수립을 위한 이론적·실무적 시사점을 제시하였다.

The Use of Travel-Related WeChat Mini-Programs in China: An Affordance Theory Perspective

  • Cheng, Ao;Koo, Chulmo;Yoon, Hyejin
    • Journal of Smart Tourism
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    • 제1권2호
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    • pp.37-46
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    • 2021
  • The travel-related applications on a smartphone help tourists make a reservation before their trip conveniently; use a map, direction guidance, and translation services during the travel; evaluate and recommend travel services communicating with others after their journey. This study examines the relationships among affordances and constraints provided by the mini-program, users' perceived value, and travel-related mini-program (TRMP) usage by analyzing the structural equation modeling. An online questionnaire was developed from the available scales in the published literature. A total of 651 TRMP users responded to the survey, and 448 valid responses were included for analysis. Affordance, including physical, cognitive, sensory, and functional affordance, significantly influenced the hedonic value of TRMP; utilitarian value except for cognitive affordance. There were negative relationships between unfamiliarity and both types of value. The utilitarian and hedonic value of TRMP significantly influenced both the exploitative and explorative use of TRMP. Travel-related mobile applications are dramatically increased in the tourism field. This research sheds light on TRMP usage, as a new and smart device, from a user's perspective based on the affordance theory. This study represents a valuable direction regarding the emerging travel-related online platforms in tourism.

유사성 구성과 어포던스(affordance)에 대한 사례 연구 -대수 문장제 해결 과정에서- (The Case Study for The Construction of Similarities and Affordance)

  • 박현정
    • 한국수학교육학회지시리즈A:수학교육
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    • 제46권4호
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    • pp.371-388
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    • 2007
  • This is a case study trying to understand from the view of affordance which certain three middle school students perceive an activation of previous knowledge in the course of problem solving when they solve algebra word problems with a previous knowledge. The results of this study showed that at first, every subjects perceived the text as affordance which explaining superficial similarities, that is, a working(painting)situation rather than problem structure and then activated the related solution knowledge on the ground of the experience of previous problem solving which is similar to current situation. The subject's applying process for solving knowledge could be arranged largely into two types. The first type is a numeral information connected with the described problem situation or a symbolic representation of mathematical meaning which are the transformed solution applied process with a suitable solution formula to the current problem. This process achieved by constructing a virtual mental model that indicating mathematical situation about the problem when the solver read the problem integrating symbolized information from the described text. The second type is a case that those subjects symbolizing a formal mathematical concept which is not connected with the problem situation about the described numeral information from the applied problem or the text of mathematical meaning, which process is the case to perceive superficial phrases or words that described from the problem as affordance and then applied previously used algorithmatical formula as it was. In conclusion, on the ground of the results of this case study, it is guessed that many students put only algorithmatical knowledge in their memories through previous experiences of problem solving, and the memories are connected with the particular phrases described from the problems. And it is also recognizable when the reflection process which is the last step of problem solving carried out in the process of understanding the problem and making a plan showed the most successful in problem solving.

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베이지안 행동유발성 모델을 이용한 행동동기 기반 행동 선택 메커니즘 (Behavioral motivation-based Action Selection Mechanism with Bayesian Affordance Models)

  • 이상형;서일홍
    • 전자공학회논문지SC
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    • 제46권4호
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    • pp.7-16
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    • 2009
  • 로봇이 지능적이고 합리적으로 임무를 수행하기 위해서는 다양한 솜씨(skill)가 필요하다. 우리는 솜씨를 생성하기 위해 우선 행동유발성(affordance)을 학습한다. 행동유발성은 행동을 유발하게 하는 물체 또는 환경의 성질로써 솜씨를 생성하는데 유용하게 사용될 수 있다. 로봇이 수행하는 대부분의 임무는 순차적이고 목표 지향적인 행동을 필요로 한다. 그러나 행동유발성만을 이용하여 이러한 임무를 수행하는 것은 쉽지 않다. 이를 위해 우리는 행동유발성과 목표 지향적 요소를 반영하기 위한 소프트 행동동기 스위치(soft behavioral motivation switch)를 이용하여 솜씨를 생성한다. 솜씨는 현재 인지된 정보와 목표 지향적 요소를 결합하여 행동동기를 생성한다. 여기서 행동동기는 목표 지향적인 행동을 활성화시키기 위한 내부 상태를 말한다. 또한, 로봇은 임무 수행을 위해 순차적인 행동 선택을 필요로 한다. 우리는 목표 지향적이고 순차적인 행동 선택이 가능하도록 솜씨를 이용하여 솜씨 네트워크(skill network)를 생성한다. 로봇은 솜씨 네트워크를 이용하여 목표 지향적이고 순차적인 행동을 선택할 수 있다. 본 논문에서는 베이지안 네트워크를 이용한 행동유발성 모델링 및 학습 방법, 행동유발성과 소프트 행동동기 스위치를 이용한 솜씨 및 솜씨 네트워크 생성 방법, 마지막으로 솜씨 네트워크를 이용한 목표 지향적 행동 선택 방법을 제안한다. 우리의 방법을 증명하기 위해 제니보(애완 로봇)를 이용한 교시 기반 학습 방법을 통해 "물체 찾기", "물체에 접근하기", "물체의 냄새 맡기", 그리고 "물체를 발로 차기" 행동유발성들을 학습하였다. 또한, 이들을 이용하여 솜씨 및 솜씨 네트워크를 생성하여 제니보에 적용하고 실험하였다.