• Title/Summary/Keyword: Perception of user

Search Result 684, Processing Time 0.027 seconds

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
    • /
    • v.26 no.4
    • /
    • pp.103-114
    • /
    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Importance-Satisfaction Analysis of Meditation Forest in Schools - Focusing on Middle Schools in Gwang-Ju City - (명상숲의 중요도-만족도 평가 - 광주광역시 중학교를 대상으로 -)

  • Kang, Taesun;Jeong, Moonsun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.47 no.4
    • /
    • pp.68-80
    • /
    • 2019
  • This study is to provide basic data for the user-oriented design for a middle school meditation forest in the future by analyzing the physical environment characteristics of existing middle school meditation forests, the users' utilization behavior, and the degree of the importance satisfaction. For this purpose, 24 evaluation indices based on site characteristics, naturalness, functionality, and the effectiveness of meditation forest sites were selected for analysis of importance satisfaction. We surveyed and analyzed the students and teachers of two middle schools 'A' and 'B' in Gwangju Metropolitan City. The results of this study are as follows. First, the perception and utilization rates of the meditation forests by students was significantly lower than teachers at both schools. 'A' school has a better use and recognition rate than the 'B' school. Second, the purposes of using meditation forests were rest (49.6%), weekday lunchtime (63.6%), with friends (65.0%) or colleagues (60%), and short (less than 10 minutes) rests (68.6%). They preferred flowers (30.0%) and shading plants (28.9%), mainly using shelters (57.9%) and walking trails (37.1%). Third, as a result of the importance of satisfaction analysis, the average score of the 24 items importance (3.81), higher than the satisfaction (3.62). The 24 items positioned in 4 quadrants are as follows: Nine items are in the I quadrant for 'persistent maintenance'. Three items are in the II quadrant for 'priority correction'. Seven items are in the quadrant III for 'low priority in the management and operation'. Five items are in the quadrant IV for 'avoid over effort'. For the comparison of two middle schools' satisfaction, 'A' school satisfaction was higher than 'B' school for 16 items, which showed a statistically significant difference. It is believed that the users in 'A' school are more satisfied than 'B' school because it has more forests and trails, better accessibility, and a variety of plant types and planting areas in the A school meditation forest. The results of the overall satisfaction analysis showed a significant difference between 'A' school (68.0%) and 'B' school (47.2%) as 'A' school has better shelters and trails. The rankings of the most satisfying space are walking trails (1st place) and shelters (2nd place). The reason for the highest satisfaction was for rest (stress relief and emotional support) in both 'A' and 'B' schools.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
    • /
    • s.29
    • /
    • pp.129-149
    • /
    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

The Distribution and Characteristics of Protected Areas and Natural Resources in the Metropolitan Area in Blog Posts (블로그 게시물에 나타난 수도권 보전지역 및 자연자원의 분포 및 특성)

  • Lee, Sung-Hee;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.50 no.5
    • /
    • pp.30-39
    • /
    • 2022
  • This study aimed to evaluate the awareness of conservation areas and green resources and analyze their characteristics by utilizing accumulated blog data created for specific places and objects. Among all the conservation areas and resources located in the Seoul metropolitan area, places that can be evaluated were classified, and sites were evaluated by dividing them into ten categories based on the number of blog posts written. As a result of the study, the users' awareness of forests was the highest, and the awareness of conservation areas and green resources was higher in urban areas than suburban areas. The result shows that the conservation areas and green resources located around the metropolitan area serve as natural tourist destinations while being the object of conservation for users. In addition, these results are in the same vein as the research results in domestic and foreign studies on the importance of ecosystem services in urban areas. Unlike existing research methods, this study is meaningful in that it identified the level of user awareness through social media analysis and applied it to evaluating conservation areas and green resources. It can be used as basic data to prepare a management plan considering public interest and awareness or to establish a development plan to increase awareness. In addition, the cumulative amount of blog content used in the study is meaningful in that it can identify and monitor users' interest in the space. However, it was not possible to examine the contents of each blog in detail because it was evaluated based on the amount of social media content. In addition, in the case of conservation areas and green resources, it is necessary to review and supplement the evaluation contents by adding keyword analysis and content analysis for the site to be evaluated as content other than the pure viewpoint of users may be mixed with development issues.

A Study on the Entrepreneurial Intention of College Students in the Entertainment Industry with Idea Education and Support for Startup Infrastructure (아이디어 교육 및 창업 인프라 지원이 엔터테인먼트 산업 분야에 대한 대학생 창업의도 연구)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.8
    • /
    • pp.19-31
    • /
    • 2021
  • This study tried to identify the characteristics of college students' entrepreneurial intentions in the entertainment industry, focusing on existing literature studies. Based on this, it was intended to suggest realistic educational alternatives for university student start-ups and implications for start-up management to university start-up officials and those in charge of national start-up support policy. Therefore, the implications of this study are as follows. First, technology(item) for idea creation education, which is an essential element in the entertainment industry, how to connect ideas and products, technology methods that can increase content value, and user characteristics education within the entertainment industry will need to be continued. In addition, along with the idea education, it is necessary to increase the understanding of start-up business management such as financing, human resource management, marketing, and operation management, and furthermore, confidence education should be provided so that the possibility of success in an entertainment start-up and a sense of adventure in a new job can be developed. Second, the space and equipment necessary for start-up (club room, student start-up room, entertainment-related equipment, etc.) should be provided centering on the opinion survey of students who are interested in starting a business, and various regulations of universities and government for student start-up should be relaxed. will have to In addition, education for the formation of entrepreneurial knowledge inside and outside of the school, special lectures and consultations by experts, and on-the-spot education, etc., should be made to create more practical entrepreneurial knowledge. something to do. Third, for students wishing to start a business in the entertainment industry, it is necessary to inform their families about the field situation of the entertainment industry accurately so that their children can develop a positive perception rather than a negative perception when choosing a business field. In addition, by promoting various successful cases of college students to their families after starting a business, families should be encouraged so that their children can develop a challenging spirit about starting a business. Fourth, it should be possible to form continuous clubs or gatherings with friends who wish to start a business in the entertainment industry, and furthermore, an opportunity to listen to the opinions of friends who actually started a business through these meetings should be provided. In addition, the meeting and the formation of friends should create a place for discussion about writing a business plan, how to succeed in starting a business, and management of startups, and psychological stimulation activities should be conducted so that each other's will to start a business arises. Fifth, various knowledge related to start-up (methods for securing funds, management of start-up organizations, grasping information about the market in which they want to start a business, etc.) should be cultivated, and how to write a business plan for the various entertainment industry fields they want to start up. You will also need to train them to be practical. Also, based on this knowledge formation, students themselves should be able to respond to risks and changes that may occur in entrepreneurship. Lastly, it is necessary to increase the understanding of business start-up management, and various psychological stimulation activities are needed to make the confidence and fear of starting a business disappear.

The Relationships among Social Influence, Use-Diffusion, Continued Usage and Brand Switching Intention of Mobile Services (사회적 영향력과 모바일 서비스의 사용-확산, 그리고 지속적 사용 및 상표 전환의도 간의 관계에 대한 연구)

  • Sang-Hoon Kim;Hyun Jung Park;Bang-Hyung Lee
    • Asia Marketing Journal
    • /
    • v.12 no.3
    • /
    • pp.1-24
    • /
    • 2010
  • Typically, marketing literature on innovation diffusion has focused on the pre-adoption process and only a few studies explicitly examined consumers' post-adoption behavior of innovative mobile services. Besides, prior use diffusion research has considered the variables that determine the consumers' initial adoption in explaining the post adoption usage behavior. However, behavioral sciences and individual psychology suggest that social influences are a potentially important determinant of usage behavior as well. The purpose of this study is to investigate into the effects of network factor and brand identification as social influences on the consumers' use diffusion or continued usage intention of a mobile service. Network factor designates consumer perception of the usefulness of a network, which embraces the concept of network externality and that of critical mass. Brand identification captures distinct aspects of social influence on technology acceptance that is not captured by subjective norm in situations where the technology use is voluntary. Additionally, this study explores the effect of the use diffusion on the brand switching intention, a generally unexplored form of post-adoption behavior. There are only a few empirical studies in the literature addressing the issue of IT user switching. In this study, the use diffusion comprises of rate of use and variety of use. The research hypotheses are as follows; H1. Network factor will have a positive influence on the rate of use of mobile services. H2. Network factor will have a positive influence on variety of use of mobile services. H3. Network factor will have a positive influence on continued usage intention. H4. Brand identification will have a positive influence on the rate of use. H5. Brand identification will have a positive influence on variety of use. H6. Brand identification will have a positive influence on continued usage intention. H7. Rate of use of mobile services are positively related to continued usage intention. H8. Variety of Use of mobile services are positively related to continued usage intention. H9. Rate of use of mobile services are negatively related to brand switching intention. H10. Variety of Use of mobile services are negatively related to brand switching intention. With the assistance of a marketing service company, a total of 1023 questionnaires from an online survey were collected. The survey was conducted only on those who have received or given a mobile service called "Gifticon". Those who answered insincerely were excluded from the analysis, so we had 936 observations available for a further stage of data analysis. We used structural equation modeling and overall fit was good enough (CFI=0.933, TLI=0.903, RMSEA=0.081). The results show that network factor and brand identification significantly increase the rate of use. But only brand identification increases variety of use. Also, network factor, brand identification and the use diffusion are positively related to continued usage intention. But the hypotheses that the use diffusion are positively related to brand switching intention were rejected. This result implies that continued usage intention cannot guarantee reducing brand switching intention.

  • PDF

Study on the Effect of Self-Disclosure Factor on Exposure Behavior of Social Network Service (자기노출 요인이 소셜 네트워크 서비스의 노출행동에 미치는 영향에 관한 연구)

  • Do Soon Kwon;Seong Jun Kim;Jung Eun Kim;Hye In Jeong;Ki Seok Lee
    • Information Systems Review
    • /
    • v.18 no.3
    • /
    • pp.209-233
    • /
    • 2016
  • Internet companies that utilize social network have increased in number. The introduction of diverse social media services facilitated innovative changes in e-business. Social network service (SNS), which is a domain of social media, is a web-based service designed to strengthen human relations in the Internet and build new social relations. The remarkable growth of social network services and the profit generation and perception of this service are the new growth engines of this digital age. Given this development, many global IT companies views SNS as the most powerful form of social media. Thus, they invest efforts to develop business models using SNS.2) This study verifies the impact of privacy exposure in SNS as a result of privacy invasion. This study examines the purpose of using the SNS and user's awareness of the significance of personal information, which are key factors that affect self-disclosure of personal information. This study utilizes theory of reasoned action (TRA) to provide a theoretical platform that describes the specific behavior and emotional response of individuals. This study presents a research model that considers negative attitude (negatude). In this model, self-disclosure in SNS is considered a TRA. TRA is a subjective norm, a behavioral intention, and a key variable of exposure behavior. A survey was conducted on college students at Y university in Seoul to empirically verify the research model. The students have experiences in using SNS. A total of 198 samples were collected. Path analysis was applied to analyze the relations of factors. The results of path analysis show the statistically insignificant impact of privacy invasion on negatude, subjective norm, behavioral intention, and exposure behavior. The impact of unrecognized privacy invasion was also considered insignificant. The impacts of intention to use SNS on negatude, subjective norm, behavioral intention, and exposure behavior was significant. A significant impact was also found for the significance of personal information on subjective norm, behavioral intention, and exposure behavior, whereas the impact on negatude was insignificant. The impact of subjective norm on behavioral intention was significant. Lastly, the impact of behavioral intention on exposure behavior was insignificant. These findings are significant because the study examined the process of self-disclosure by integrating psychological and social factors based on theoretical discussion.

Study on the Current Status of Smart Garden (스마트가든의 인식경향에 관한 연구)

  • Woo, Kyung-Sook;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.49 no.2
    • /
    • pp.51-60
    • /
    • 2021
  • Modern society is becoming more informed and intelligent with the development of digital technology, in which humans, objects, and networks relate with each other. In accordance with the changing times, a garden system has emerged that makes it easy to supply the ideal temperature, humidity, sunlight, and moisture conditions to grow plants. Therefore, this study attempted to grasp the concept, perception, and trends of smart gardens, a recent concept. To achieve the purpose of this study, previous studies and text mining were used, and the results are as follows. First, the core characteristics of smart gardens are new gardens in which IoT technology and gardening techniques are fused in indoor and outdoor spaces due to technological developments and changes in people's lifestyles. As technology advances and the importance of the environment increases, smart gardens are becoming a reality due to the need for living spaces where humans and nature can co-exist. With the advent of smart gardens, it will be possible to contribute to gardens' vitalization to deal with changes in garden-related industries and people's lifestyles. Second, in current research related to smart gardens and users' experiences, the technical aspects of smart gardens are the most interesting. People value smart garden functions and technical aspects that enable a safe, comfortable, and convenient life, and subjective uses are emerging depending on individual tastes and the comfort with digital devices. Third, looking at the usage behavior of smart gardens, they are mainly used in indoor spaces, with edible plants are being grown. Due to the growing importance of the environment and concerns about climate change and a possible food crisis, the tendency is to prefer the cultivation of plants related to food, but the expansion of garden functions can satisfying users' needs with various technologies that allow for the growing of flowers. In addition, as users feel the shapes of smart gardens are new and sophisticated, it can be seen that design is an essential factor that helps to satisfy users. Currently, smart gardens are developing in terms of technology. However, the main components of the smart garden are the combination of humans, nature, and technology rather than focusing on growing plants conveniently by simply connecting potted plants and smart devices. It strengthens connectivity with various city services and smart homes. Smart gardens interact with the landscape of the architect's ideas rather than reproducing nature through science and technology. Therefore, it is necessary to have a design that considers the functions of the garden and the needs of users. In addition, by providing citizens indoor and urban parks and public facilities, it is possible to share the functions of communication and gardening among generations targeting those who do not enjoy 'smart' services due to age and bridge the digital device and information gap. Smart gardens have potential as a new landscaping space.

Analysis the Appropriate Schedule for the Installment Payment Amount and Establishment of the Post sale System and Policy in the Apartment Construction (공동주택 건설사업에서 후분양의 제도 및 정책 수립을 위한 분담금 납부 적정시기 분석)

  • Yoon, Inhwan;Bae, Byungyun
    • Korean Journal of Construction Engineering and Management
    • /
    • v.22 no.4
    • /
    • pp.59-65
    • /
    • 2021
  • Since the 2016 "Housing Act Partial Amendment" and the "2018 Housing Comprehensive Amendment Plan", interest in the pre sale system and post sale system of apartment houses has been on the rise. In order to compare the advantages and disadvantages of the pre sale system and the post sale system of apartment houses, and to establish the basis for the institutional policy of the post sale system, a questionnaire survey method was used for tenants of the apartment house from the public side, and issues of time and cost. The time series analysis method is intended to suggest an appropriate time for payment of contributions. Accordingly, through a review of existing theories and literature, the post sale system of public and private institutions was organized, and through a questionnaire survey, the path to securing pre sale money, product information of the model house, and the degree of awareness of the effect of the post sale system were investigated. For the post sale fund support and payment method, it is necessary to increase the commercial line for existing financiers from the user's point of view, and it is necessary to operate in consideration of the economic power of the pre sale market by region. Both 60% post sale and 80% post sale have a price range of up to KRW 10 million, and the total interest rate is 5.0%, and the annual interest rate is about 2.8% for 60% post sale, and about 2.1% for 80% post sale, which is lower than the current 3.1%. I need an interest rate. The research is a perception survey targeting a total of 5,213 households in a sample of after sale apartments in public institutions. As the actual values are analyzed using a time series on the effects of market supply and demand and market prices, there is a limit to applying them to prospective residents of private apartments. In addition, to respond to first time tenants, a questionnaire survey was conducted on five complexes that have moved in within the last five years.

Citizen Satisfaction Model for Urban Parks and Greens - A Transactional Approach in the Case of Anyang City, Korea - (도시공원.녹지의 시민만족도 모형 - 안양시를 사례로 한 교류적 접근 -)

  • Kim, Yoo-Ill;Kim, Jung-Gyu;An, Jin-Sung;Choi, A-Hyun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.38 no.3
    • /
    • pp.62-74
    • /
    • 2010
  • This study aims to examine what factors citizens value in urban parks and green spaces in terms of usage and aesthetic value and to find ways to deal with the changing patterns of user satisfaction for these various green elements. To achieve this, the study developed a dynamic model employing a transactional approach to evaluate environmental quality for 1999 and 2007 in Anyang City as well as a conceptual model of parks and greens satisfaction. This study relied on an empirical study method including the 1999 and 2007 green conditional survey and citizen questionnaires totaling 573 in the year 1999 and 982 in the year 2007. As a result, first, the factor 'urban parks' is the most important factor and 'cityscape' is the second most important factor in parks and greens satisfaction(PGS). Second, PGS in turn causes environmental quality satisfaction(EQS), which is related to two items--'urban livability' and 'aesthetic quality'--in the model. This means that PGS is the intervening variable of urban livability. Third, the factor analysis resulted in six factors: cityscape, urban green, linear facilities, urban parks, riverside green, and urban forest. 'Riverside green' emerged as a factor in 2007 as a result of public participation in the 'Anyang River Revitalization Project'. Fourth, through a transactional view, the environmental changes result in either a change in or stability of public attitude. The levels of satisfaction were elevated but patterns of satisfied-unsatisfied items remained unchanged for most factors. The perception of riverside a greenway and linear surface facilities(pedestrian walkways, biking and jogging trails, etc.) have changed positively. PGS changed significantly in 2007, as a result of urban events and development, including parks, rivers and greenways which were built through the joint effort of the local government and civic participation.