• 제목/요약/키워드: immersion

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비대면 전공수업을 경험한 간호대학생의 학습동기와 학습몰입과의 관계: 학습관련 자기주도성의 매개효과 (Effect of Learning Motivation on Learning Immersion of Nursing College Students Who Have Experienced Non-face-to-face Major Classes: The Mediating Effect of Self-directed Learning)

  • 이주연;오재우
    • 산업융합연구
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    • 제20권6호
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    • pp.73-81
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    • 2022
  • 본 연구는 비대면 전공수업을 경험한 간호대학생의 학습동기, 학습몰입과 학습관련 자기주도성 관계를 파악하고자 시도된 서술적 조사연구이다. 자료수집은 2021년 8월 1일부터 30일까지였으며, 수집된 자료는 IBM SPSS/WIN 22.0 프로그램을 이용하여 분석하였다. 본 연구결과 학습동기는 학습몰입, 학습관련 자기주도성과 양의 상관관계가 있었고, 학습동기와 학습관련 자기주도성의 관계 역시 상관관계가 나타났다. 학습몰입에 영향을 미치는 요인으로 학습동기과 학습관련 자기주도성으로 분석되었으며, 학습관련 자기주도성은 학습동기와 학습몰입의 관계에서 부분 매개변수임을 확인하였다. 따라서, 간호대학생의 학습관련 자기주도성은 학습동기와 학습몰입에 중요 요인이므로, 이를 향상시킬 수 있는 구체적인 방안이 마련되어야 한다.

증강현실 그림책 현황과 유아의 몰입도 (Current Status of Augmented Reality Picture Books and Preschooler's Immersion)

  • 한유미;원순옥
    • Journal of Information Technology Applications and Management
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    • 제29권1호
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    • pp.47-57
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    • 2022
  • The purpose of this study is to analyze the current status of augmented reality picture books, which have been steadily developed since 2010, as a genre of electronic picture books, and to reveal how children's immersion in augmented reality picture books differs from paper picture books. To this end, 30 augmented reality picture books on the market were analyzed according to genre, life theme, implementation method, and augmented reality scene ratio. As a result of the study, it was found that the genre of picture books was in the order of information fairy tales, daily fairy tales, and historical fairy tales, and there were no traditional or fantasy fairy tales. Animals and plants accounted for about half of the life topics, and in some cases, there were only a few or no other life topics. In the augmented reality implementation scene, it consisted of only one page in the early days, but all pages are now possible to implement augmented reality due to technology development, production cost reduction, and improved hardware performance of smartphones. It was found that the augmented reality implementation method used CD-ROM in the early days, but gradually became possible to implement using only mobile phones and tablets that were easy for readers to access. In addition, after presenting four picture books to eight 5-year-old infants, the immersion time was measured and the immersion behavior was observed. As a result, augmented reality picture books showed higher immersion[immersion time, immersion behavior] than paper picture books, but compared by literature genre, life fairy tales were higher in paper picture books and natural fairy tales in augmented reality picture books. It was higher when presenting augmented reality picture books after presenting paper picture books according to the order of presentation of picture book types. The results of this study suggest that more diverse life topics and augmented reality picture books in the genre of children's literature should be developed to increase the utilization of augmented reality picture books. In addition, considering that there are differences in immersion between types, literary genres, and reading experience [presentation order], it is expected to increase the educational effect by using picture books complementarily.

밀링공정에서 주축모터전류를 이용한 절입비 추정 (Immersion Ration Estimation Using Spindle Motor Current during Milling)

  • 조규진;권원태;조동우;주종남
    • 한국정밀공학회지
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    • 제16권12호
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    • pp.222-229
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    • 1999
  • In order to regulate cutting torque in milling, monitoring system should be set to a certain threshold. Radial immersion ratio is an important factor to determine the threshold and should be estimated in process for automatic regulation. In this paper, on-line estimation of the radial immersion ration using spindle motor current in face milling is presented. When a tooth finishes sweeping, a sudden drop of cutting torque occurs. This torque drop is equal to cutting torque acting on a single tooth at the swept angle of cut and can be acquired form cutting torque signals. Average cutting torque per revolution can also be calculate form cutting torque signals. The ratio of cutting torque acting on a single tooth at the swept angle of cut to the average cutting torque per revolution is a function of the swept angle of cut and the number of teeth. Using the magnitude of this ratio, the radial immersion ratio is estimated. Identical algorithm is adopted to estimate the immersion ratio based on the spindle motor current measurement. The experiments performed under different cutting conditions show that the radial immersion ratio can be estimated within 10% error range by the proposed method using spindle motor current.

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내러티브 몰입을 위한 입체영상의 공간연출 프로세스 연구 (A Study of Space Planning Process in Stereoscopic 3D for Narrative Immersion)

  • 손정현
    • 한국콘텐츠학회논문지
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    • 제14권3호
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    • pp.94-102
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    • 2014
  • 21세기에 들어 입체영상에 대한 대중의 관심을 다시 집중시킨 곳은 극장이었다. 2009년을 기점으로, 입체영상에 대한 관심은 폭발적으로 증가했지만, 콘텐츠 부재 문제는 여전히 해결되지 못했다. 그러나 TV 방송 시장에서의 전망이 불투명한 반면, 입체영화는 할리우드를 중심으로 꾸준히 제작되고 있다. 또한 탄탄한 스토리텔링을 갖춘 영화들은 흥행에서도 괄목할만한 성적을 기록했는데, 이들의 공통점은 입체영상이 주는 공간감이 내러티브 몰입을 효과적으로 보조하고 있다는 점이다. 따라서 입체영상 기술은 극장을 중심으로 내러티브 몰입을 강화할 수 있는 시각기술로서 유용할 것으로 전망한다. 그래서 본 연구에서는 몰입과 입체영상의 관계를 살펴보고, 그에 대한 논의를 바탕으로 내러티브 몰입을 효과적으로 보조할 수 있는 입체영상의 공간연출 프로세스를 제안하였다.

The Effect of Internal Marketing on Employees' Service Immersion to Customers

  • KANG, Min-Jung;KIM, Hae-Jong;HWANG, Hee-Joong
    • 유통과학연구
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    • 제17권12호
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    • pp.33-42
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    • 2019
  • Purpose: This study seeks to identify whether internal marketing factors have a statistically significant positive effect on the flow of services to customers of bank service employees. Specifically, the purpose of this study is to confirm the importance of internal marketing in the employees' services immersion to customers. In addition, the study seeks to identify whether employees' perceived organizational support recognition mediates between internal marketing factors and the employee's immersion in services to customers. Research design, data and methodology: This study distributed 100 questionnaires to employees working at banks to obtain data. Finally, the study conducted a statistical analysis on a questionnaire of 94 employees. For regression, factor analysis, and reliability analysis, the 24 version of the SPSS was used. For the mediation analysis, the SPSS macro developed by Hayes was used. Results: This study seeks to statistically verify which factors of internal marketing have a greater impact on employee immersion in services. Conclusions: Research verification has shown that all elements of internal marketing affect the employee's immersion in services to customers. It was also shown that the employee's recognition of organizational support mediated the relationship between factors of internal marketing and the employee's immersion in services to customers.

정면 밀링에서 절삭력을 이용한 반경 방향 절입비의 실시간 추정 (On-line Estimation of Radial Immersion Ratio in Face Milling Using Cutting Force)

  • 황지홍;오영탁;권원태;주종남
    • 한국정밀공학회지
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    • 제16권8호
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    • pp.178-185
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    • 1999
  • In tool condition monitoring systems, parameters should be set to a certain threshold. In many cases, however, the threshold is dependent on cutting conditions, especially the radial immersion ratio. In this presented is a method of on-line estimation of the radial immersion ratio in face milling. When a tooth finishes sweeping, a sudden drop of cutting force occurs. The force drop is equal to the cutting force that acting on a tooth at the swept angle of cut and can be acquired from cutting force signals in feed and cross-feed directions. Average cutting force per tooth period can also be calculated from cutting force signals in two directions. The ratio to cutting forces in two directions acting on a tooth at a certain swept angle of cut and the ratio of average cutting forces in two directions per tooth period are functions of the swept angle of cut and the ratio of radial to tangential cutting forces. Using these parameters, the radial immersion ratio is estimated. Various experiments are performed to verify the proposed method. The results show that the radial immersion ratio can be estimated by this method regardless of other cutting conditions.

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Effect of Pre-immersion Time on Electrophoretic Deposition of Paint on AZ31 Magnesium Alloy

  • Van Phuong, Nguyen;Moon, Sungmo
    • 한국표면공학회:학술대회논문집
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    • 한국표면공학회 2014년도 추계학술대회 논문집
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    • pp.45-45
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    • 2014
  • The importance of magnesium alloys has significantly increased due to their low density, high strength/weight ratio, very good electromagnetic shielding features and good recyclability. However, unfortunately, Mg alloys are very susceptible to corrosion due to their high chemically activities (= -2.356 V vs. NHE at $25^{\circ}C$), hence, most commercial Mg alloys require corrosion protective coatings. Organic coating such as painting, powder coating and electrophoretic deposition of paint (E-paint) is typically used in the final stages of the coating process of Mg alloys. In this study, effect of pre-immersion time on the deposition of E-paint on AZ31 Mg alloy was investigated. It was found that during pre-immersion time, AZ31 Mg alloy rapidly reacts with E-paint solution and paint can be self-deposited on the AZ31 surface without applying of electric current. The pore size on the E-painted AZ31 Mg alloy increased with increasing pre-immersion time from 0 to 5 min. Both adhesion and corrosion resistance of E-painted AZ31 Mg alloy decreased with increasing pre-immersion time. The best E-paint AZ31 Mg alloy, which showed stronger adhesion after water immersion test and good corrosion resistance, was started to deposit after 5 s of pre-immersion time.

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모바일 콘텐츠에서의 Alert피드백과 몰입의 상호관계 (Interrelation of Alert Feedback and Immersion on Mobile Contents)

  • 방그린;성보경;고일주
    • 한국게임학회 논문지
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    • 제14권5호
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    • pp.61-68
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    • 2014
  • 모바일 콘텐츠 사용에 있어서 Alert형태의 피드백은 사용자로부터 사용 중인 콘텐츠에서 간섭을 발생시킨 콘텐츠로 이탈을 유도한다. 본 논문에서는 콘텐츠 사용에 있어서 피드백과 몰입간의 상호관계에 대한 연구에 기초가 될 수 있는 기능성 게임을 설계 및 구현하였다. 사용자 정보를 바탕으로 긍정적, 부정적, 혼합형 등 3가지 유형의 피드백을 제시하는 구조로 설계되었다. 제시되는 피드백 요소들이 콘텐츠 사용의 몰입에 주는 영향에 대한 실험을 진행 하였다. 실험을 통해 부정적 피드백이 긍정적 피드백보다 더 높은 간섭을 가져오고, 부정적 피드백과 긍정적 피드백이 혼합되어 사용되는 경우 부정적 피드백에 대한 몰입을 가중시키는 것을 알 수 있었다.

VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향 (The Effect of VR Store Vividness on Immersion and User Satisfaction)

  • 윤남희;이하경;이윤정
    • 한국의류학회지
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    • 제45권3호
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    • pp.559-572
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    • 2021
  • This study explores the effects of VR (Virtual Reality) store vividness, which is one of VR shopping environmental features used in previous research, on user satisfaction. In addition, the mediating role of immersion between VR store vividness and user satisfaction is investigated. The moderating role of self-efficacy is also explored since the effects of vividness and immersion on user satisfaction may depend on a consumer's perceived shopping self-efficacy. A total of 58 participants experienced a VR store with the Oculus Go VR headset. To test the hypotheses, model 14 of Process Macro 3.4 is used (95% Confidence Interval). According to the results, immersion mediated between VR store vividness and user satisfaction. Additionally, there was a significant interaction effect between immersion and self-efficacy on user satisfaction. When a consumer experiences high immersion at a VR store, consumers may have a strongly positive experience, especially among those who have a perceived low shopping self-efficacy.

메타버스 특성요인과 학습 몰입 및 학습 만족도 간의 구조적 관계 분석 : 게더타운을 대상으로 (Analysis of Structural Relationships Among Metaverse Characteristic Factors, Learning Immersion, and Learning Satisfaction: With Gather Town)

  • 김나랑
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.219-238
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    • 2022
  • Purpose The purpose of this study is to investigate the structural relationships between interest, interaction level, presence, which are the characteristics of metaverse, learning immersion, and learning satisfaction, which are learning factors. Design/methodology/approach A questionnaire survey technique was used to achieve the purpose of the study. A questionnaire survey was conducted from November 22 to December 5, 2021, with students with experience in non-face-to-face classes using Gather Town and a total of 114 copies of the questionnaire excluding those with insincere answers were used for empirical analysis. SPSS Win ver.23.0 was used for basic statistical analysis, and AMOS 22.0 was used for the establishment and analysis of a structural equation model. Findings According to the study findings, interest and interaction levels had effects on learning immersion and learning presence, self-efficacy on learning presence, and learning immersion and learning presence on learning satisfaction. This study is meaningful in that it conducted an empirical study to find variables for improving learning immersion by conducting classes based on metaverse. Based on the findings of this study, it was found that interest and interaction, which are the biggest characteristics of metaverse, sustain learning participation and immersion and increase presence thereby enhancing learning satisfaction so that the possibilities of metaverse as a next generation education platform passing the limit of existing real time video platforms can be peeped.