• Title/Summary/Keyword: Presence Experience

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Influence of Learning Presence of Non-Face-to-Face Class Experience in Nursing Students on Academic Achievement: Mediating Effect of Learning Flow and Moderated Mediation of Digital Literacy (비대면 수업 경험 간호대학생의 학습실재감이 학업성취도에 미치는 영향: 학습몰입의 매개효과와 디지털 리터러시의 조절된 매개효과)

  • Ryu, Eui Jeong;Jang, Keum Seong;Kim, Eun A
    • Journal of Korean Academy of Nursing
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    • v.52 no.3
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    • pp.278-290
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    • 2022
  • Purpose: This study aimed to identify the mediating effect of learning flow and the moderated mediation effect of digital literacy on the effect of the learning presence of non-face-to-face class experience in nursing students on academic achievement. Methods: Participants were 272 nursing students from six universities in two different cities. A self-report questionnaire was used to measure learning presence, learning flow, digital literacy, and academic achievement. Analysis was performed using SPSS 26.0 and SPSS PROCESS Macro (4.0). Results: The mediating effect of learning flow on the effect of learning presence on academic achievement was 0.42, and the moderated mediation index of digital literacy was 0.17. Learning flow showed a mediating effect on the relationship between learning presence and academic achievement. Digital literacy had a moderated mediation effect on the relationship between learning presence and academic achievement that was mediated by learning flow. Conclusion: The intensity of the mediating effect of nursing students' learning presence on academic achievement through learning flow increases as the level of digital literacy increases. These results suggest that educational programs considering the level of learning presence, learning flow, and digital literacy are required to promote the academic achievement of nursing college students.

Effects of auditory feedback and task difficulty on the cognitive load and virtual presence in a virtual reality dental simulation

  • Kim, Byunggee;Yang, Eunbyul;Choi, Namki;Kim, Seonmi;Ryu, Jeeheon
    • The Journal of the Korean dental association
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    • v.58 no.11
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    • pp.670-682
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    • 2020
  • This research examined the difference in cognitive load and the virtual presence depending on auditory feedback and task difficulty in haptic-based dental simulation. In the field of dental education, practice-centered training using handpiece has been crucial because a practitioner's psychomotor experience has a significant impact on the mastery of treatment skills. For the novice, it is necessary to reduce errors in dental treatment to enhancing skill acquisition in the haptic practice. In the training process, the force-feedback is crucial to elaborate subtle movement to guide what to do and how it should be hard or soft. However, It is not easy to add force-feedback to generate kinetic experience training. As an alternative method, we examined that auditory feedback can help learners' skill training. In this study, we analyzed how the presence/absence of auditory feedback at the different levels of task difficulty impacts learners' psychological demand and virtual presence in the virtual reality simulation. For this study, 29 dental college students participated in a dental simulation. The participants were grouped into two conditions that are with and without auditory feedback. Additionally, two consecutive tooth preparation tasks with different levels of difficulty were used in the simulation. The auditory feedback condition gives alarms to a learner when he treats a non-targeted tooth with a virtual handpiece. The user's cognitive load and virtual presence were measured to examine the effects of auditory feedback. The results revealed that the main effect was found in cognitive loads. Also, a significant interaction effect was shown in the virtual presence. We discussed the effective design methods for the virtual reality-based dental simulation through the result of this study.

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Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.127-142
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    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

Factors Affecting the Depressive Mood Experience in University Students by Gender in COVID-19 Pandemic Situation: Using Community Health Survey Data for 2020 (코로나19 팬데믹 상황에서 성별에 따른 대학생의 우울감 경험에 영향을 미치는 요인: 2020 지역사회건강조사 자료 활용)

  • Kim, Kyung Sook
    • Health Policy and Management
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    • v.31 no.3
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    • pp.374-383
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    • 2021
  • Background: The purpose of this study is to identify the factors affecting the depressive mood experience in university students by gender. Methods: This study is a descriptive survey that conducted a secondary analysis using data from the 2020 Community Health Survey, which is conducted annually in Korea. The study targets 8,928 college students, 4,682 male students and 4,246 female students. Data analysis was conducted after creating a composite sample plan file that reflected layering variables, colony variables, and weights. Results: Factors affecting the depressive mood experience of both males and females were household income, smoking, subjective stress levels, changes in drinking and smoking, and the number of encounters caused by coronavirus disease 2019 (COVID-19). Factors influencing the depressive mood experience of females were the presence of breakfast, changes in physical activity due to COVID-19, and the presence of helpers in self-quarantine due to COVID-19 (p<0.05). Conclusion: Psychological counseling programs should be promoted to actively utilize mental health in those in their 20s and 30s. Universities also need to detect depressed students early through screening and perform timely and appropriate interventions.

Experiment Method for Measuring Quality of Experience for 360-degree Video with Sensorial Effects (360도 동영상 감각효과에 대한 사용자경험품질 측정 실험 방법)

  • Jeong, Min Hyuk;Kim, Sang Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.113-116
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    • 2020
  • This paper proposes a Quality of Experience (QoE) evaluation experiment to measure the effects of 360-degree video and sensory effects on the subject's degree of immersion, satisfaction, and sense of presence. The test subject responds to a questionnaire about the degree of immersion, satisfaction, and sense of presence after experiencing a 360-degree video accompanied by sensory effects while wearing a head-mounted display (HMD) with a scent diffusion device. As a result of the response analysis, it was confirmed that the proposed experimental method is suitable for measuring the subject's degree of immersion, satisfaction, and sense of presence about 360-degree video and sensory effects. On the other hand, inserting a gray screen for comparison experiments while watching a 360-degree video was found to cause a significant decrease in immersion and realism.

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.

Analysis of Break in Presence During Game Play Using a Linear Mixed Model

  • Chung, Jae-Yong;Yoon, Hwan-Jin;Gardne, Henry J.
    • ETRI Journal
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    • v.32 no.5
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    • pp.687-694
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    • 2010
  • Breaks in presence (BIP) are those moments during virtual environment (VE) exposure in which participants become aware of their real world setting and their sense of presence in the VE becomes disrupted. In this study, we investigate participants' experience when they encounter technical anomalies during game play. We induced four technical anomalies and compared the BIP responses of a navigation mode game to that of a combat mode game. In our analysis, we applied a linear mixed model (LMM) and compared the results with those of a conventional regression model. Results indicate that participants felt varied levels of impact and recovery when experiencing the various technical anomalies. The impact of BIPs was clearly affected by the game mode, whereas recovery appears to be independent of game mode. The results obtained using the LMM did not differ significantly from those obtained using the general regression model; however, it was shown that treatment effects could be improved by consideration of random effects in the regression model.

A Study on Influence of Fishing Villages Experience Program Choice by the Tourist Characteristics (관광객 특성에 따른 어촌체험프로그램 선택의 영향력 분석)

  • Lee, Seo-Gu;Choi, Kyu-Chul;Kim, Jung-Tae
    • Journal of Korean Society of Rural Planning
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    • v.26 no.3
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    • pp.1-12
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    • 2020
  • The purpose of this study is to analysis the influence of fishing villages experience programs choice by the tourist characteristics. As an analysis method, a statistical technique of multinomial logistic regression was used. The dependent variable have typified about 70 fishing experience programs, such as tidal-flat experience, fishery experience, and fishing experience, operated by the fishing village experience recreation villages into 9 programs. The independent variables consisted of 7 groups of people: gender, age, marital status, presence of children, experience of visiting a village in a rural and fishing village experience, preference of a village in a recreational experience, and recognition of a village in a fishing village experience. As a result of analysis, no significant differences were found that the selection group preferring 'fishing culture experience', 'leports experience', 'ecological craft experience', and 'festival and event experience' in the selection of fishing village experience program compared to the group choosing 'rural experience'. On the other hand, the group preferring 'tidal flat experience' analysis that 'married' is about 14 times higher than 'unmarried', and the group preferring 'fishing village experience' is 9.55 times higher than the group preferring 'rural village experience'. In the group preferring 'fishery experience' and 'fishing experience', the group preferring 'fishing experience recreation village' was 9.21 times and 14.34 times higher than the group preferring 'rural experience recreation village'. In the 'food experience', 'married' was 25 times higher than 'unmarried'.

Effects of the Interaction with Computer Agents on Users' Psychological Experiences (컴퓨터 에이전트와의 상호작용이 사용자의 심리적 경험에 미치는 영향)

  • Park, Joo-Yeon
    • Science of Emotion and Sensibility
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    • v.10 no.2
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    • pp.155-168
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    • 2007
  • Social and psychological experiences in human-agent interactions are becoming more important than the task-oriented efficiency, as the influence of computer agents increases and human-agent interaction develops similarly with interpersonal interaction. Many previous studies aimed to increase social presence in human-agent interaction, in order to derive users' positive psychological experiences, by applying the factors of interpersonal communication to verbal and non-verbal communication of the agents. This study examined the effects of the exchanges of mutual self-disclosure, one of the most important communication acts in interpersonal communication, between users and interface agents. Users' attachment styles towards the perception of social presence, the evaluations toward the agents, user experiences, and the intentions for future interaction were also studied. The mediating role of social presence in dependent variables was, also, examined in this research. The results showed that exchanging self-disclosures with an agent increased the perceptions of social experience, friendly evaluations toward the agent, positive user experience, and the intentions for future interaction. Participants' attachment styles, also, affected the perceptions of the dependent variables. The effects of the exchanges of self-disclosure and participants' attachment styles were mediated by perceived social presence toward the agent. The findings of this study imply that the social and communicational aspects need to be considered in design of the agents seriously. The results also suggest that there may be differences in the psychological effects of agents on users according to the users' personality.

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A Study on User Experience Factors of Display-Type Artificial Intelligence Speakers through Semantic Network Analysis : Focusing on Online Review Analysis of the Amazon Echo (의미연결망 분석을 통한 디스플레이형 인공지능 스피커의 사용자 경험 요인 연구 : 아마존 에코의 온라인 리뷰 분석을 중심으로)

  • Lee, Jeongmyeong;Kim, Hyesun;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.9-23
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    • 2019
  • The artificial intelligence speaker market is in a new age of mounting displays. This study aimed to analyze the difference of experience using artificial intelligent speakers in terms of usage context, according to the presence or absence of displays. This was achieved by using semantic network analysis to determine how the online review texts of Amazon Echo Show and Echo Plus consisted of different UX issues with structural differences. Based on the physical context and the social context of the user experience, the ego network was constructed to draw out major issues. Results of the analysis show that users' expectation gap is generated according to the display presence, which can lead to negative experiences. Also, it was confirmed that the Multimodal interface is more utilized in the kitchen than in the bedroom, and can contribute to the activation of communication among family members. Based on these findings, we propose a user experience strategy to be considered in display type speakers to be launched in Korea in the future.