• Title/Summary/Keyword: Subjective speed perception

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A Study on the Subjectivity of University Students' Recognition of Food Delivery Service (대학생들의 음식배달대행서비스 인식에 관한 주관성 연구)

  • Kim, Ho-Seok
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.92-101
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    • 2019
  • This study used the Q-method to derive the structure of subjective opinions and perceptions of university students about the behavior of food delivery agency service provided by staff not directly employed in restaurants. For this purpose, the Q factor analysis was performed using the PC QUANL program for the Q-sort, which consists of a statement card, a P-sample, and a classification process. The results were classified into three types. The factor names were set as the first type (N = 7): efficiency seeking type, the second type (N = 19): benefit seeking type, and the third type [(N = 6): cost-effectiveness seeking type. The characteristics of each type are Type 1:Types that recognize aspects that are efficient for both consumers and restaurants, Type 2: Types of recognizing aspects of being benefited from speed, convenience and benefit, Type 3: Although it contributes to labor cost savings, it appears to recognize price and quality aspects in the initial market, which is burdened by consumers. The purpose of this study is to derive the problems of food delivery agency service business according to the three types and to provide strategic implications for the development direction and improvement plan.

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
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    • v.26 no.4
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    • pp.103-114
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    • 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.