• Title/Summary/Keyword: Users Perception

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A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.

A Study of Data Acquiring Characteristics Through Image Evaluation by Types of Interior Space - Focused on Gender Comparisons - (실내공간의 유형별 이미지 평가를 통한 정보획득특성에 관한 연구 - 성별 비교를 중심으로 -)

  • Choi, Gae-Young;Choi, Joo-Young;Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.143-151
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    • 2011
  • Since it is important to understand data acquiring characteristics through relationship between spatial types and spatial elements and apply it to spatial plans for smooth communication between designer and user of space, the conclusions gained from analysis of data acquiring characteristics of spatial elements through image evaluation by types of interior space can be summarized as in the followings: First, for the amount of acquired data by types of interior space, it shows that the acquired amount of data is to change by types and data acquiring method (phrase and image) even though the spatial elements are same. Second, for the data acquiring process of spatial types by gender, it shows that there is a big difference in acquiring of data according to the evaluation method by phrase and image. Third, for the amount of acquired data of spatial types by gender, it shows that there is a difference between male and female, which is by "classic ${\rightarrow}$ modern ${\rightarrow}$ natural" in case of male and "classic ${\rightarrow}$ natural ${\rightarrow}$ modern" in case of female. regarding both of phrase and image. Fourth, for the evaluation by gender, it shows that there is a deviation in the value of difference according to the elements by which data acquiring characteristics evaluate space. It is considered that this deviation characteristic is in need of reflection in the process of spatial evaluation. This study analyzed data acquiring characteristics of space user's spatial elements through image evaluation by types of space to understand how data acquiring would be changed of spatial elements according to type and gender. Through this study, it expects to make clear that, when a designer is planning a certain space, if the space can be a space for the user by understanding of which elements should be exposed to users by types to acquire more data.

Characteristics of Natural Light used in Space of Kengo Kuma's Projects (쿠마 켄고의 공간에 나타나는 빛 표현 특성에 관한 연구)

  • Koh, Kwang-Yong;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.25 no.4
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    • pp.51-59
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    • 2016
  • Recent modern architecture shows a lot of cases that introduce natural light in indoor space, arousing diverse emotions within a minimal space by means of changes in the light. There are various causes for the background of these streams of times, and it may be said that pursuing the relationship between natural phenomena and space, using changes in light, is an important factor among them. This is closely linked to the raise of phenomenological architecture. In the case of Japan, there are many cases where the architectural language connected to the traditional architecture has been restructured to fit to modern architectural technique. The modern reinterpretation and development of the Japanese traditional effect of light and its meaning can be seen in cases of Kuma Kengo and Tadao Anndo. Of the modern architects that have used the appearance of spatial concept of light in Japanese architectural space, Kengo Kuma shows his attempt at finding identity in his designs through the acceptance and modern reinterpretation of orientalism of nature, along with the traditional and regional interpretation through materials and ways construction. It is his use oh light input used in traditional Japanese settings that have differentiated his work. On this, the present thesis intends to analyze and synthesize what impressions Kengo Kuma's unique methods of light production create in the formation of users' spatial perception, how the unique encounter of light and materials seems to perceivers, and the characteristics of his light production and expression that harmonize space, human, and nature in the visual and perceptual experience of space;

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

A Consideration of Social Presence and Augmented Reality in Locative Media (로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰)

  • Choi, Seung-Young;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.88-101
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    • 2011
  • Locative media is fundamentally different from traditional media in terms of being packed with user's space, place, and position nearby, which does not simply mean user's physical coordinates. This study has been started that I was drawn by the tendency of which current locative media contents are based on 'location-based information,' and closely related with 'Augmented Reality.' I wonder how media user's psychological experience/involvement are revealed when the media environment changes by the progress of technology. I wonder how media users perceive 'social presence' formed by locative media in current locative media environment. Particularly, the fact that user's perception of social presence formed in locative media conflicts with the previous computer-mediated communication(CMC)'s attributes deepened my curiosity. In this study, the idea of 'more-proper-construct' is suggested, the characteristics of social presence in current locative media is considered, and is investigated by qualitative methodology how the 'location-based' attributes and 'AR' contribute to forming the social presence.

The Effect of Loyalty Factors Perceived by Consumers on General Super Market (대형마트에 대한 소비자들이 지각하는 충성요인이 재방문 결정에 미치는 영향 : 목포권 소비자를 중심으로)

  • Kim, Pan-Jin;Kim, Hwa-Kyung
    • The Journal of Industrial Distribution & Business
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    • v.8 no.4
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    • pp.37-46
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    • 2017
  • Purpose - The purpose of this study is to investigate the factors that cause consumers to frequently visit large - Super Store and goods for large - scale retailers using Super Store. Research design, data, and methodology - The purpose of this study is to present the empirical analysis of 53 adult males and females living in the Mokpo area on the relationship between perceived level of satisfaction and loyalty of the large - scale marts. The results were analyzed. The statistical data of the questionnaire were verified by the SPSS. Results - In the empirical analysis of this study, four variables were found to be the main loyalty factors, which were found to affect the satisfaction of Super Store and the decision to return again. Therefore, in this study, the quality of goods, price, diversity, and image were analyzed as loyalty factors, and it was analyzed as factors influencing satisfaction. It was confirmed that loyalty factors were important. In particular, consumers' perception of behaviors such as local specialties and community service that can be distinctly differentiated from other distribution agencies was very low. Conclusions - It is necessary to construct a comprehensive systematic system to analyze the detailed factors influencing the satisfaction and loyalty of users of Mokpo ticket consumers and to systematically manage and evaluate them. In order to raise awareness of consumer loyalty factors, consumer satisfaction and loyalty survey should be regularly conducted. Consumers should look for ways to improve them and develop improvement plans. The various direct and indirect services provided by Super Store to consumers include price, quality, assortment, customer service, accessibility, and feelings for large marts. However, since the services provided by the Super Store are different from those of the consumers, the loyalty factors for the different factors can be different. Therefore, in order to differentiate them from traditional markets or other distribution centers, it It should be used as a weapon of competition. In this study, it is generally recognized that the services provided by Super Store are very simple and inexpensive, so that consumers are not aware of the difference of particular stores.

An Integrated Model of Cybersickness: Understanding User's Discomfort in Virtual Reality (사이버멀미 통합 모델: 가상현실 사용자의 불편감 현상 연구)

  • Chang, Eunhee;Seo, Daeil;Kim, Hyun Taek;Yoo, Byounghyun
    • Journal of KIISE
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    • v.45 no.3
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    • pp.251-279
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    • 2018
  • Users can experience cybersickness when interacting with virtual reality (VR). The symptoms of cybersickness are similar to those of motion sickness which include eye fatigue, disorientation, and nausea. Despite the longstanding interest of user's discomfort, inconsistent results have been drawn on the underlying mechanisms and solutions of cybersickness. In this study, we propose an integrated view of cybersickness connecting causes of the symptoms, human perception model, and measurements of cybersickness. Cybersickness-related factors of previous research are reorganized into content, hardware, and human factors as well as analyzed in terms of VR fidelity. Also, pros and cons that measure the degree of cybersickness are discussed.

The effect of inter-pupilary distance and accommodative convergence on binocular fusion and fixational depth (동공간 거리와 조절성 수렴이 양안 융합과 응시 깊이에 미치는 효과)

  • 반지은;감기택;정찬섭;손정영
    • Korean Journal of Cognitive Science
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    • v.14 no.1
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    • pp.17-28
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    • 2003
  • In order to provide natural images with a specified depth through three-dimensional display system, the stereo images should be similar to those projected from real environment as much as possible. Even when two persons see an identical scene, the binocular Parallax between two images of an object varies as a function of one's inter-pupilary distance (IPD). In this study, we investigated whether individual differences, such as IPD and accommodative vergence, would affect the perception of three dimensional scene provided by stereo-images. Results showed that a person's IPD is correlated with the limit of screen and binocular parallax for single vision, and affects the perceived depth of an object on fixation. More specifically, with longer IPD the limit of screen and binocular parallax for single vision is decreased, and the perceived depth is reduced. These results suggest that the screen and binocular parallax of an object should be calibrated with regard to users IPD to provide natural stereo-images with a specified depth and to Prevent double vision.

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Contagious Effect of the Fees for the Consolidated Financial Services under the Asymmetric Information

  • Song, Soo-Young;Hwang, Sun-Wung
    • The Korean Journal of Financial Management
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    • v.26 no.4
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    • pp.83-102
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    • 2009
  • Banks traditionally focus on the financial services against the uncertain future liquidity needs, i.e. saving as well as lending. As the business model of banks has been shifted from the originate to hold model to the originate to distribute model since the enactment of Gramm-Leach-Bliley Financial Services Modernization Act in 1999, the financial services encompass information gathering and generating, underwriting and risk sharing through packaging claims for the investors, in addition to the payment and settlement services. Ensued are the financial market integration and diversification of financial services, with which the accessibility to financial services is arguably significantly enhanced. Such integration and diversification necessarily entails the risk of contagion due to the non-fulfilling service over the several other financial services, which would be contained easily under the separate financial services. This paper addresses the pricing of fees for the integrated financial services through which the contagion could spread when the users of financial service are not immune to the failure to fulfill their obligation due to the economic turmoil. Consequently the information asymmetry about the clients is unavoidable. Higher fees could drive out the otherwise good clients out of the pool of customers for the financial services. Then, the risk could be exacerbated due to the proliferation of bad clients who are vulnerable to the financial distress and liquidity crunch. So the banks should take into account the interactional effect of the fees between/among the non interest based activities and interest based activities under the information asymmetry. Contrary to our general perception, the current analysis demonstrates that the bank should focus on the reduction of cost associated with good clients rather than that of bad clients.

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Discussions on Geographical Names in the United Nations and the Implications for the Geographical Toponymy in Korea (유엔의 지명 논의와 지리학적 지명연구에의 시사점)

  • Choo, Sung-Jae
    • Journal of the Korean Geographical Society
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    • v.46 no.4
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    • pp.442-464
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    • 2011
  • This study aims to provide research fields and topics to complement, extend and develop the geographical toponymy in Korea, largely based on a summary of topics discussed in the United Nations Group of Experts on Geographical Names (UNGEGN). The Korean toponymic research has generally focused on revealing human, social and physical characteristics of the region by investigating the creation and change of the geographical names, with the perspective of creator and owner of the toponyms. Toponymic researches in the UNGEGN, in comparison, have put forward with the mission of standardization of geographical names and with specific emphasis on the users of toponyms. The topics include diverse forms of toponyms by user groups, roles of language groups, preservation of toponyms with specific value, etc. As research directions for an establishment of extended geographical toponymy accommodating discussions in the UNGEGN, further research topics are suggested; use of exonyms and endonyms in the Korean language, the nature of geographical feature and perception over it, writing systems for inter-language communication, and geographical names as intagible cultural heritage.