• 제목/요약/키워드: Presence Experience

검색결과 503건 처리시간 0.027초

부분자율주행 체험환경에서 에이전트 인터랙션 방식이 운전자 경험에 미치는 영향 - 자기효능감과 에이전트 체화 효과를 중심으로 - (Effects of Agent Interaction on Driver Experience in a Semi-autonomous Driving Experience Context - With a Focus on the Effect of Self-Efficacy and Agent Embodiment -)

  • 이정명;주혜화;최준호
    • 문화기술의 융합
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    • 제5권1호
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    • pp.361-369
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    • 2019
  • ADAS 기능의 상용화에 따라 자율주행 시스템 체험에 대한 필요성이 높아지면서, 인공지능 에이전트의 역할이 주목받고 있다. 이 연구는 자기효능감 자극과 에이전트 체화 효과를 검증하기 위한 자율주행 체험 실험이다. 시뮬레이터 실험을 통해 자기효능감 자극의 유무, 에이전트 체화의 유무에 따른 사회적 실재감, 인지된 위험, 그리고 인지된 용이성 요인의 효과를 측정하였다. 분석 결과, 자기효능감 자극은 사회적 실재감, 인지된 위험에 긍정적 영향을 주고, 에이전트 체화는 인지된 용이성에 부정적 영향을 주는 것으로 확인되었다. 연구결과에 기반하여 부분자율주행 시스템의 수용도를 높일 수 있는 에이전트 설계 가이드라인을 제안하였다.

메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구 (A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro)

  • 김종선;공수민;장문수;김진모
    • 한국컴퓨터그래픽스학회논문지
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    • 제30권3호
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    • pp.71-79
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    • 2024
  • 본 연구는 혼합현실 사용자와 가상현실 사용자가 함께 참여하여 상호작용하는 비대칭 가상환경으로 메타 퀘스트 프로를 활용한 몰입형 콘텐츠 제작공정을 정리한다. 이를 기반으로 사용자의 체험 환경이 제공하는 현존감과 경험의 차이를 비교 분석한다. 제안하는 제작공정은 유니티 3D 엔진을 기반으로 Meta XR All-in-One SDK를 활용하여 통합 개발환경을 구축하는 것이다. 이는 현실 세계의 혼합현실 사용자와 가상 장면을 기반으로 하는 가상현실 사용자가 고정된 좌표에서 유기적이고 정확한 상호작용을 위하여 Room Model 기능을 활용한 현실 공간 분석 방법을 포함한다. 이를 토대로, 본 연구는 혼합현실 사용자와 가상현실 사용자가 함께 활동하는 몰입형 탁구 콘텐츠를 제작한다. 마지막으로, 제작된 콘텐츠를 활용하여 플랫폼 및 참여 방식의 차이가 현존감과 경험에 미치는 영향을 비교 분석하기 위한 설문 실험을 진행한다. 그 결과, 본 연구는 현실과 가상이 대응되는 체험 환경 내에서 모든 사용자가 만족하는 현존감과 경험을 느낄 수 있음을 확인하였다.

The Effects of Shoppers' Motivation on Self-Service Technology Use Intention: Moderating Effects of the Presence of Employee

  • HA, Yongsoo
    • The Journal of Asian Finance, Economics and Business
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    • 제7권9호
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    • pp.489-497
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    • 2020
  • The introduction of self-service technologies (SSTs) in retail stores aims to provide customers with a more satisfying shopping experience. Many retailers are increasingly turning toward the adoption of self-service technologies in providing services directly to customers. Given that previous SST research has focused mainly on the impact of the introduction of SST on customer responses, the present study explored the impact of the presence of employees in the relationship between SST and customer responses. Based on the two ground theories, motivation-based theories of behavior and social impact theory, this study tested the relationships between shopping motivations, SST use intention, and retailer attitude. Moderating effects of the presence of employees on the three relationships were also tested. Data were collected using an online survey and analyzed through structural equations modeling. Test results showed that both hedonic and utilitarian shopping motivations effect on SST use intentions, and SST use intentions effect on retailer attitude, subsequently. Although the presence of employee did not moderate the relationship between shopping motivations and SST use intentions, the employee presence moderated the relationship between SST use intentions and retailer attitude. The impact of SST use intentions on retailer attitude was higher in the high presence of employee group than in the low group.

대학생의 노인과 노화에 대한 태도가 조모와의 친밀감에 미치는 영향 (The Effects of undergraduate students' Attiitudes toward the elderly and aging on grandmother-grandchild intimacy)

  • 이신숙
    • 한국생활과학회지
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    • 제16권3호
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    • pp.479-490
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    • 2007
  • This study examines undergraduate students' intimacy toward the grandmother and their attitudes toward the elderly and aging. The study also identifies the variances that influence undergraduate students' intimacy toward the grandmother. The subjects were 397 undergraduates. Statistical analysis was conducted to examine frequency, percentage, mean, standard deviation, Cronbach's ${\alpha}$, t-test, Duncan test, ANOVA, and stepwise multiple regression. The results of this study were as follows; 1) The undergraduates' attitudes were mid-range, but their intimacy level toward their grandmother was high. 2) The undergraduates' intimacy level toward the grandmother differed significantly according to gender, experience of cohabitation, the presence of her, and religion, and it showed a significant correlation with attitudes toward the elderly and aging traits, period of cohabitation, and frequent contact with the grandmother. The undergraduates' intimacy level toward grandmother-in-low, however, was significantly different according to the religion. There was also had a significant correlation with the undergraduate students' attitudes toward the elderly and aging traits. 3) The variables that affect the undergraduates' intimacy level toward the grandmother were attitude, frequency of contact with the grandmother, gender, period of cohabitation, experience of cohabitation, and the presence of the grandmother, which explained about 35% of total variance. Attitudes toward the elderly and aging traits were very important variables for undergraduates' intimacy with their grandmother. The undergraduates' intimacy toward grandmother-in-low was affected by the variables of attitude, religion, experience of volunteer, frequency of contact with the grandmother, gender, and the presence of grandmother, which explained about 24% of the total variance. Attitude toward the elderly and aging traits were the most important variables for undergraduates' intimacy with their grandmother-in-low.

The Effects of Recording Distance and Viewing Distance on Presence, Perceptual Characteristics, and Negative Experiences in Stereoscopic 3D Video

  • Lee, Sanguk;Chung, Donghun
    • 방송공학회논문지
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    • 제24권7호
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    • pp.1189-1198
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    • 2019
  • The study explores the effects of recording and viewing distances in stereoscopic 3D on presence, perceptual characteristics, and negative experiences. Groups of 20 participants were randomly assigned to each of the three viewing distances, and all participants were exposed to five versions of the stereoscopic 3D music video that differs in recording distance. The results showed that first, viewers felt a higher experience of presence and had a better perception of objects positioned near the cameras. Second, viewers felt a greater perception of screen transmission as the viewing distance increased. Finally, viewers felt a greater negative experiences due to the joint effects of recording and viewing distance. As investigating the influence of stereoscopic 3D content and viewing environments on psychological factors, the study expects to provide a guideline of human factors in 3D.

HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구 (A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning)

  • 권종산
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

Does VR exergame increase a user's physical performance? : An Exploratory Study Design

  • Kim, Gyoung Mo;Jeong, Eui Jun;Kho, Khwang Hyun
    • 한국게임학회 논문지
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    • 제21권3호
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    • pp.147-156
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    • 2021
  • In this paper, we planned to see the positive effects of the immersive virtual environment. In particular, the positive effect of presence on physical performance was explored. A total of 25 participants were recruited for this experiment and his/her physical performance was measured by Electromyography (EMG) while they were exercising (rowing), and presence was measured by a self-reported measure. The participants were randomly assigned to experience either a) Virtual Reality (VR) or b) non-VR (2D screen) condition when they played the exergame. The result showed that 1) there was a positive relationship between representation mode and presence and 2) the higher level of presence reinforced the user's physical performance. The limitation of the study and future study were also discussed.

사이버대학에서 교수실재감, 인지적 실재감, 사회적 실재감과 학습성과와의 구조적 관계 규명 (The Structural Relationship among Teaching Presence, Cognitive Presence, Social Presence, and Learning Outcome in Cyber University)

  • 주영주;하영자;유지원;김은경
    • 정보교육학회논문지
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    • 제14권2호
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    • pp.175-187
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    • 2010
  • 본 연구는 사이버대학에서 교수실재감, 인지적 실재감, 사회적 실재감과 학습성과와의 구조적 인과관계를 분석하여 사이버교육의 개발 및 운영전략 모색에 기초자료를 제공하려고 한다. 2009년 1학기, W사이버대학생을 802명을 대상으로 교수실재감, 인지적 실재감, 사회적 실재감 및 학습성과를 조사하고 이들간의 관계를 분석하였다. 연구 결과 첫째, 교수실재감과 인지적 실재감은 만족도에 유의한 영향을 미치는 것으로 나타났다. 둘째, 인지적 실재감은 학업성취도에 유의한 영향을 미치는 것으로 나타났다. 이러한 결과를 바탕으로 사이버대학에서의 사이버교육의 질 제고를 위해 요구되는 교수설계 및 운영전략을 제언하였다.

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Distribution of other Customer Perception on Brand Experience: A Bibliometrics Analysis Study

  • NGUYEN, Linh Thi Dieu;TRINH, Anh Thuy
    • 유통과학연구
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    • 제20권11호
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    • pp.47-59
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    • 2022
  • Purpose: The study aims to synthesize research trends regarding the distribution of 'other customer perception' on 'brand experience'; concurrently, to identify the promising research directions and suggest useful for managers. Research design, data, and methodology: The paper deals with the distribution of 'other customer perception' on 'brand experience' through evaluating a systematic review combined with biological mapping analysis (VOS viewer) with 226 documents published in 142 journals from 1987 to 2021. Results: The study synthesizes and analyzes existing literature reviews on the distribution of 'other customer perception' on 'brand experience', which mainly highlights three research topic groups. Exploring the component of relationship should be considered in the brand experience scale when the research context is the social interactions surrounding the customer's purchasing process. Moreover, the presence of mindfulness in several publications has suggested a potential research direction in the consumer behavior field. Conclusions: The systematic reports can be a useful reference for managers towards building brand experience based on distribution of 'other customer perception' with moderating of mindfulness - a new finding of behavioral interaction that has just experienced the Covid-19 pandemic which is experienced directly at the store and lead to many changes in consumer psychology.

간호학생들의 시각장애인 봉사체험 연구 (Nursing Students' Lived Experience of Blind Person)

  • 송남호
    • 한국보건간호학회지
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    • 제18권1호
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    • pp.50-60
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    • 2004
  • This is a Phenomenological study to describe the experience of nursing students on blind persons. Report and individual interviews were conducted on subjective experience of 5 nursing students. Data were analyzed through Giorgi's method in which meaningful statements. The results were from significant statements on reports and interview. These were clustered into 17 theme and 4 central meaning. Nursing Students started practice with prejudice, fear, and expectation at the same time. They also experienced complicated feelings (expansion of consciousness, growth of self, expansion of emotion, true presence)for the blind person. Make a situational structural description from theme and central meaning. Make a general structural description from situational structural description.

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