The purpose of this research is to understand immersive media such as virtual reality, augmented reality, mixed reality, 360-degree videos etc. from the perspective of user-based approach. 3D videos were once expected as the next-generation industry, but soon it further evolved into UHD and are now followed by immersive media represented by virtual reality. As the virtual reality plays an important role, the current research tries to bring up implications that can be applied to the industrial field along with academic understanding through six theoretical approaches related to virtual reality such as media richness, interactivity, presence, body-ownership, user experience, and visual perception. These six theories were used in immersive media studies such as 3D videos. Media richness and interactivity are the main factors forming positive or negative attitude, presence explains why users are immersed, user experience accounts for total psychological reaction, and visual perception explains how complex the experience of seeing is. Especially, although there is less media research applied, the body-ownership is likely to be not only used in virtual reality research, but immersive media research. The user-based theories related to virtual reality will provide various implications for immersive media researchers as well as hardware and content creators of virtual reality.
This study was conducted to evaluate and identify what factors influence the satisfaction of the users for the fast-growing social network game based on the mobile. To this end, we looked around the variable product characteristic factor, quality and the consumer characteristic factor, user self-determination. Also we surveyed 211 male and female college students. The first finding was that all the sub-factors of the quality factor had positive effects on the satisfaction of the mobile social network games. The second finding was that all the sub-factors of the self-determination factor had positive effects on the satisfaction of the mobile social network games. The third finding was that only the sub-factors of quality had positive relative effects on the satisfaction of the mobile social network games, in the order of playfulness, usability, functionality from the most to the least. The findings of this study are expected to offer meaningful and practical suggestions for the development of high quality game contents for the user convenience, as well as the academic significance, the expansion of game-related area of research through the break from the traditional research trends, technology and engineering point of view and from the PC-based online game.
Previous literature reviews have provided important insights into social game addictions, but the issue still needs to be examined from other directions such as the distribution of research purposes. For this purpose, 61 papers from selected journals were analyzed by a meta-analysis method. Specifically, this study poses the following three research questions: (1) What are the major of research purposes and methodologies? (2) What are the highly cited articles in studies of social game addictions? Results showed five new findings: (1) the research purpose of most social game addictions studies focuses on investigating the effect, followed by evaluating the influence of social game addictions. (2) Surveys and experimental methods were the preferred research methods, regardless of whether the research purpose focused on investigating or evaluation. (3) Social game addictions studies are most prevalent at the game users, higher education institutions, followed by schools. (4) Social game addictions studies most frequently supports researcher in the professions and applied sciences, followed by humanities, formal sciences and social sciences. (5) The most highly cited articles fall into the categories of investigating the effects and followed by evaluating the influence, designing a model and evaluating the effects of social game addictions. In this regard, this study of issues in social game addictions presents findings that can help supplement linkages with previous studies and forms an important reference base to pursue deeper academic discussions in the current research fields. These results and findings not only to supplement understanding of social game addictions based on different and important viewpoints, but also to provide useful insights for researchers and educators into issues related to social game addictions studies in future.
Advanced countries such as the USA and Japan are eagerly seeking ways to improve health and welfare of the elderly. One of the services is home health care service using the telephone. Various types of services using the telephone have been developed, improved and are being utilized ranging from the basic consulting to emergency response systems in the area of health care for the elderly. A demonstration project was launched to study the feasibility of a consulting system and telemedicine for the elderly using the public phone system in Korea. For this project, a gathering site for the elderly was selected and those who visited this place were interviewed to find out what kinds of services they wanted and what kind of system they needed to provide the required services. Based on the users' requests and the surrounding environment, a telephone consulting facility was established at the Research Institute of Nursing Science at Seoul National University and consulting personnel was recruited, trained and posted at the center. An Application program for home health care nurses to use when they visited the patients at their homes was developed. This system operates on a notebook Computer and allows nurses to communicate with a doctor at a local hospital through a modem and telecommunication line. These systems were implemented for three months and problems which developed during operation of the systems were identified and progressively modified. Through system evaluation, it was found that a consulting system using phone service will be an invaluable system for the welfare of the elderly in the future. But in order to meet the elderly's need, more services than mere consultation are needed. That is, communication with physicians and hospitals are needed. Thus, when there is any need for physicians' attention, physicians or hospitals should be contacted directly. Similarly for telemedicine, when the home health care nurse visits elderly patients she can assess the patient's problem and provide nursing care, access a physician or hospital to refer her patient to or consult directly using the telecommunication the system. The above mentioned system is a basic form of futuristic telemedicine for the elderly and those who have chronic disease problems. This kind of system will be of great value when it is used on the national information super-highways in the future. In order to get to that stage, of course, this project needs great improvement in the technical, academic, and legal aspects.
Journal of the Korean BIBLIA Society for library and Information Science
/
v.31
no.1
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pp.193-212
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2020
In Korea, the term 'public library service population' is applied in various situations without academic discourse. This study analyzed concepts and applications of the term with literary reviews and case studies in United States, Australia, Japan, and Korea. And also this study redefined concepts and suggested new measurements of 'design population' and 'service population.' The former is the population who lives in area where public library can serve, and only demographic characteristics can be identified. It can be calculated based on the population of administrative district. In case of urban areas with a population of more than 100,000, it can be calculated the population within a radius of 2km from library. In areas with a population of less than 100,000 it can be calculated based on the population of Eup, Myeon, and Dong. In both cases the estimated population up to the library's opening year is added. Service population is used for the planning, evaluating, and promoting library services, and it can be defined as the actual users or estimated population determined by the input resources of the public libraries. It can be calculated by the number of enrolled members, or service participants, or target populations according to the size of input resources. The advantages of the proposal in this study are enabling efficient facility placement or resource inputs in public libraries and enhancing reliability of measuring output versus input. In addition, this study proposed to delete for paragraph 1 of Article 3 of the Library Act to avoid confusion.
This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.
In hydrologic models, parameters are mainly used to reflect hydrologic elements or to supplement the simplified models. In this process, the proper selection of the parameters in the model can reduce the uncertainty. Accordingly, this study attempted to quantify the uncertainty of SWAT parameters using the General Likelihood Uncertainty Estimation (GLUE). Uncertainty analysis on SWAT parameters was conducted by using the formal and informal likelihood measures. The Lognormal function and Nash-Sutcliffe Efficiency (NSE) were used for formal and informal likelihood, respectively. Subjective factors are included in the selection of the likelihood function and the threshold, but the behavioral models were created by selecting top 30% lognormal for formal likelihood and NSE above 0.5 for informal likelihood. Despite the subjectivity in the selection of the likelihood and the threshold, there was a small difference between the formal and informal likelihoods. In addition, among the SWAT parameters, ALPHA_BF which reflects baseflow characteristics is the most sensitive. Based on this study, if the range of SWAT model parameters satisfying a certain threshold for each watershed is classified, it is expected that users will have more practical or academic access to the SWAT model.
Journal of the Korea Society of Computer and Information
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v.24
no.11
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pp.127-133
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2019
SQL is the most common language in data processing. Therefore, most of the colleges offer SQL in their curriculum. In this research, an auto scoring SQL test is proposed for the efficient results of SQL education. The system was treated with algorithms instead of using expensive DBMS(Data Base Management System) for automatic scoring, and satisfactory results were produced. For this system, the test question bank was established out of 'personnel management' and 'academic management'. It provides users with different sets of test each time. Scoring was done by dividing tables into two sections. The one that does not change the table(select) and the other that actually changes the table(update, insert, delete). In the case of a search, the answer and response were executed at first and then the results were compared and processed, the user's answers are evaluated by comparing the table with the correct answer. Modification, insertion, and deletion of table actually changes the data table, so data was restored by using ROLLBACK command. This system was implemented and tested 772 times on the 88 students in Computer Information Division of our college. The results of the implementation show that the average scoring time for a test consisting of 10 questions is 0.052 seconds, and the performance of this system is distinguished considering that multiple responses cannot be processed at the same time by a human grader, we want to develop a problem system that takes into account the difficulty of the problem into account near future.
This study examines the motivation for using YouTube 'mukbang' content by integrating the use and satisfaction approach and the technology acceptance model, and identified the determinants that affect the continuous use intention. A survey was conducted on 358 YouTube 'mukbang' content users, and major results were derived through exploratory/confirmatory factor analysis and path analysis using the SPSS 21.0 program and the AMOS 21.0 program. The main results are presented as follows. First, information seeking motive, stress relief motive, and time spending motive had a positive effect on perceived usefulness, and information seeking motive and time spending motive had a positive effect on perceived ease of use. Second, information seeking motivation, stress relief motivation, and time spending motivate had a positive effect on perceived enjoyment and perceived novelty. Third, perceived enjoyment did not have a significant effect on perceived usefulness. Fourth, both perceived enjoyment and perceived novelty had a positive effect on continuous use intention. Fifth, perceived ease of use had a positive effect on perceived usefulness, and perceived ease of use and perceived usefulness had a positive effect on continuous use intention. This study will have academic significance in that it elaborates a model that can identify the continuous use of YouTube 'mukbang' content by integrating the uses and gratifications approach, and technology acceptance model. Future follow-up studies should contribute to the refinement of models related to the determinants of the intention to continue using YouTube's 'mukbang' content through an attempt to integrate various models.
This study is aimed to analyze university students' learning experiences in K-MOOC by conducting a survey of university students' perception of K-MOOC, who are the major users of K-MOOC. Also it intended to use them to develop a specific strategy for continued use of K-MOOC. The study was conducted on 155 university students who attending university course and experienced K-MOOC's course within a year. The survey was conducted on online and provided with multiple questions about sustainability and satisfaction. Also survey provided with a subjective items about reason of satisfaction and dissatisfaction with the K-MOOC, and expectation about the future K-MOOC. The analysis found that the main motivation for university students was the convenience of online learning, which was the highest in questions asking why they were satisfied. For reasons of dissatisfaction, the decrease in academic volition and lack of interaction, and the technical problems of K-MOOC system were pointed out. University students learners are expecting improvements in course content and K-MOOC system. Based on these results, this paper suggests instructional strategies to help K-MOOC university students for becoming lifelong learners of K-MOOC.
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