• Title/Summary/Keyword: Presence Information

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Analysis of Influencing Factors of Learning Engagement and Teaching Presence in Online Programming Classes

  • Park, Ju-yeon;Kim, Semin
    • Journal of information and communication convergence engineering
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    • v.18 no.4
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    • pp.239-244
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    • 2020
  • This study analyzed the influencing factors of learning engagement and teaching presence in online programming practice classes. The subjects of this study were students enrolled in an industrial specialized high school, who practiced creating Arduino circuits and programming using a web-based virtual practice tool called Tinkercad. This research adopted a tool that can measure task value, learning flow, learning engagement, and teaching presence. Based on this analysis, learning flow had a mediating effect between task value and online learning engagement, as well as between task value and teaching presence. Increasing learning engagement in online classes requires sensitizing the learners about task value, using hands-on platforms available online, and expanding interaction with instructors to increase learning flow of students. Furthermore, using virtual hands-on tools in online programming classes is relevant in increasing learning engagement. Future research tasks include: confirming the effectiveness of online learning engagement and teaching presence through pre- and post-tests, and conducting research on various practical subjects.

A Study on the Effect of Presence and Flow in VR Advertising: Focused Memory Information and Attitude toward Advertising (가상현실 광고에서 프레즌슨(Presence)과 플로우(Flow)에 대한 영향 연구 : 기억정보와 광고태도에 대한 효과를 중심으로)

  • Han, Kwang-Seok
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.278-285
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    • 2022
  • This study presence in VR advertising into three types presence. Further, through an experiment, the study empirically verifies the kind of recalled information depending on the flow which forms users' attitudes towards the content. The experiment was conducted with a factor design between 3X2 subjects. Hyundai Motor's Ioniq VR video was conducted, and a questionnaire of 143 subjects was used for the study. The results revealed that positive attitudes were formed towards the advertisement used in the experiment when the level of emotional presence was the highest. In addition, higher flow levels established positive attitudes towards the advertisement. and Cognitive presence's effects on memory, ARM such as product-attribute information was found to increase when the flow level is high; however, GRM such as overall product evaluation was found to increase when the flow level is low.

SIP based IP Multimedia Network (SIP기반의 IP Multimedia Network 구축)

  • Jung Jung-Moon
    • 한국정보통신설비학회:학술대회논문집
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    • 2003.08a
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    • pp.223-225
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    • 2003
  • Session Initiation Protocol(이하 SIP)은 H.323 network에서 제기된 문제점을 해결하고 다양한 multimedia service를 제공하기위해 IETF에서 정의된 protocol로서, 3GPP의 IP Multimedia Subsystem(이하 IMS)의 기반 protocol로 채택되었다. IMS는 multimedia service를 제공하기 위한 infrastructure로서 CSCF, HSS, MRF, MGCF, IM-GW등 기능적으로 분리된 여러 entity로 구성되며, 향후 추가될 다양한 부가 service에 유연하게 대처할 수 있는 Application Server(이하 AS) mechanism을 포함하고 있다. 현재 AS mechanism을 이용하여 3GPP규격 상에 정의된 대표적 서비스는 presence service이며, presence service network은 presence server, presence agent, presence proxy, watcher등으로 구성된다. 마지막으로 상기에 언급한 규격을 바탕으로 실제 구축된 Instant messaging/presence service network을 제시한다. (본문 참조)

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

  • Joo, Young-Ju;Ha, Young-Ja;Yoo, Ji-Won;Kim, Eun-Kyung
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.175-187
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    • 2010
  • This study aims to analyze the causal relationship among teaching, cognitive, social presence and the learning outcome. It also provides the base data on the development of cyber education and its management strategies. During the first semester of 2009, 802 students at W cyber university completed surveys about their learning experience in teaching presence, cognitive presence, social presence, and learning outcome. The results indicated that there was a meaningful effect of teaching presence and cognitive presence on satisfaction, and that of cognitive presence on academic achievement. Based on these results, this study suggests instructional design methods and management strategies to improve the quality of learning in cyber universities.

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Residual Echo Suppression Based on Tracking Echo-Presence Uncertainty (Tracking Echo-Presence Uncertainty 기반의 잔여 반향 억제)

  • Park, Yun-Sik;Chang, Joon-Hyuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.10C
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    • pp.955-960
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    • 2009
  • In this paper, we propose a novel approach to residual echo suppression (RES) algorithm based on tracking echo-presence uncertainty (TEPU) to improve the performance of acoustic echo suppression (AES) in the frequency domain. In the proposed method, the ratio of the microphone input and the echo-suppressed output signal power is employed as the threshold value for the decision rule to estimate the echo-presence uncertainty applied to the RES filter. The proposed RES scheme estimates the echo presence uncertainty in each frequency bin and effectively reduces residual echo signal in a simple fashion. The performance of the proposed algorithm is evaluated by the objective test and yields better results compared with the conventional schemes.

Exploring the Information-Sharing Intention on Social Networking Sites

  • Shu-Mei Tseng
    • Asia pacific journal of information systems
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    • v.33 no.2
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    • pp.367-388
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    • 2023
  • This study aimed to examine the factors of information-sharing intention on social networking sites (SNSs) by integrating the perspectives of the institution-based trust, social presence, and theory of reasoned action (TRA). An empirical survey was conducted and 364 valid respondents were collected from Facebook (FB) users in Taiwan. These data were analyzed against the research model using the partial least squares (PLS) structural equation modeling. The findings revealed that situational normality and structural assurance have a positive influenced user trust in SNSs which in turn increased their information-sharing attitudes. Furthermore, the subjective norms, user information-sharing attitudes and social presence of the SNSs were shown to have a positive influenced on user information sharing intention. Finally, this study provided several important theoretical and practical implications to understand factors affecting information-sharing intention on SNSs.

A Design and Implementation of a Mobile Instant Messaging System with Extensible Presence Capabilities (확장성 있는 프레전스 기능을 가진 무선 인스턴트 메시징 시스템 설계 및 구현)

  • Nah Jae-Wook;Choi Jin-Yeong;Cho Hyun-Duk;Kim Yong-Hoon;Lee Jin-Gu;Park Jong-Tae
    • Journal of KIISE:Information Networking
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    • v.33 no.3
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    • pp.257-268
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    • 2006
  • In this paper, we have designed and implemented mobile instant messenger which has extensible presence service capability. Most previous work on instant messaging system has some limitation with regard to interoperability and extensibility. To solve these problems, we have employed the presence service architecture of IETF. In order to provide extensible presence capability in the wireless mobile communication, we have employed the presence service attributes which are defined in OMA's IMPS architecture. In particular, we have designed and implemented the presence service libraries for manipulating the presence information in response to user's requirement. finally, we have developed the wireless E-mail service, employing the presence service architecture, to verity the extensibility.

The Effect of Presence and Engagement in HMD(Head Mounted Display) Virtual Reality Advertising on Attitude and Memory (HMD(Head Mounted Display) 가상현실 광고가 현존감과 인게이지먼트 수준에 따라 태도와 기억에 미치는 효과)

  • Han, Kwang-Seok;Cho, Jae-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.139-146
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    • 2019
  • In this study, we examined how consumers who experience HMD virtual reality advertising differ in their ad attitudes and memory effects according to Presence (cognitive presence, emotional presence, media presence) and engagement level. Particularly, in the case of memory effect, the information that the user memorizes through the advertising is divided into "Attribute-Related Memory (ARM)" and "Global-Related Memory (GRM)" Respectively. First, the attitudes toward HMD based virtual reality ads are positive regardless of the type of presence. Second, in the virtual reality advertising, if the level of engagement is low, ARM that memorizes the information of the product attribute is increased, whereas if the level of engagement is high, the GRM which is the memory of the attitude-based evaluation information about the product is increased appear. Third, if cognitive presence and media presence are low, then ARM is more memorable than GRM.

A Study on the Effect and Determinants of Virtual Presence in Live Commerce: Focusing on the Characteristics of Live Shopping Media and Influencers (라이브커머스에서 가상실재감의 효과와 결정요인 연구: 라이브쇼핑 매체 및 인플루언서 특성을 중심으로)

  • Choi, Su Jeong;Kim, Tae Kyung
    • The Journal of Information Systems
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    • v.32 no.1
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    • pp.23-51
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    • 2023
  • Purpose: Live commerce is a new type of electronic commerce in combination with live streaming services. It is expected to increase virtual presence in the context of online shopping by overcoming a lack of social interactions between sellers and buyers which have been raised as a limitation in electronic commerce. Drawing on the studies of communication media, this study examines how live commerce contributes to the increase of virtual presence which consists of telepresence and social presence. Telepresence refers to a buyer's perception that he or she is present at the physical shopping mall during live shopping streaming whereas social presence refers to a buyer's perception of social interaction with a seller which is human warm, social, sensitive, and personal. In this study, we verify key determinants of virtual presence and its consequences. More specifically, this study proposes virtual presence contributes to the increase of buyers' trust in products and further purchase intentions. Furthermore, we verify influential factors of virtual presence from the technical and influencer perspectives of live commerce. Design/methodology/approach: To test the proposed hypotheses, the partial least squares (PLS) analysis is conducted with a total of 250 data collected on users with experience in the TaoBao live streaming shopping platform. Findings: The results show that first, telepresence and social presence are increased by visibility, media richness and attractiveness in the context of live shopping streaming. Second, buyers' trust in product trust and purchase intentions are positively influenced by telepresence and social presence. Finally, buyers' trust in product has a direct, positve effect on their purchase intentions. Overall, the findings offer new insights into the studies of electronic commerce by introducting the concepts of virtual presence and media richness from the literature of communication media in the field of live commerce.

The Relationship between Brain Activities and Presence on Communication using an Avatar in Virtual Reality (가상현실에서 아바타를 통한 정보전달 시 뇌의 활성화와 현존감의 관계)

  • Lee, Hyeon-Rae;Kim, So-Young;Yoon, K.J.;Nam, Sang-Won;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.;Ku, Jeong-Hun
    • Korean Journal of Cognitive Science
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    • v.17 no.4
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    • pp.357-373
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    • 2006
  • Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented to the senses of the user. The user perceiver and interprets the VE context, and then naturally recognizes a level of realism in the VE. Presence is often thought of as the sense of 'being there' in the n. Presence includes overall feelings about the information conveyed from a virtual avatar to the user. Therefore, there must be brain mechanisms for integrating sensory information about presence.'Feeling of presence' is related with the user's cognition and perception about information on communication through medium. Thus 'feeling of presence' may characterize perceptual mechanisms in the brain. We studied these mechanisms by presenting a VR that consisted of an avatar telling a story about a social conversation. We performed covariance analysis on subjective brain activity (fMRI) during the story presentation with a presence score. The data analysis revealed that activity in several brain areas was correlated with the presence store. A positive correlation was shown in the right lingual gyrus, right cuneus, left lingual gyrus, right fusiform gyrus, left inferior temporal gyrus, anterior cingulate cortex and right posterior cingulate cortex of the brain. This study showed the brain mechanism to be related the feeling of presence and brain activities in our subjects, using VR to communicate information.

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