• Title/Summary/Keyword: playfulness

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Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

Factors Influencing on Purchase Intention for an Autonomous Driving Car -Focusing on Extended TAM- (자율주행자동차 구매의도에 미치는 영향요인 연구 -확장된 기술수용모델을 중심으로-)

  • Kim, Hae-Youn;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.81-100
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    • 2018
  • This study investigated the influential factor over the intention to buy autonomous driving car by applying extended technology acceptance model (TAM2). To this end, 117 ordinary persons experienced in driving car were analyzed by using SEM(Structural Equation Modeling). Analysis shows that the perceived usefulness and purchase intention is positively affected by social influence and recognized risk. It is found that perceived usefulness is not affected, but purchase intention is positively affected in the case of innovation. On the contrary, analysis shows that driving capability and car playfulness recognized by individual have no influence on the perceived easiness. Although the result that driving capability recognized by individual negatively affects perceived usefulness was not included in the study hypothesis, it was remarkable. Generalizing the above result, it is found that social influence, innovation and recognized risk as variables which affect the intention to buy autonomous car play the role of significant variable. This study is meaningful in that such result can foresee the perception of preliminary accommodators of new technology of the 4th industrial revolution, autonomous driving car.

The Effects of Sensory Integrative Therapy on Vestibulo-Proprioceptive Sensory Processing of Children With Asperger Syndrome (감각통합치료가 아스퍼거 아동의 전정.고유감각 처리능력에 미치는 효과)

  • Kim, Eun-Sung;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.6 no.1
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    • pp.35-46
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    • 2008
  • Objective : This study verifies the effects of sensory integrative (SI) therapy on vestibular- and proprioceptive sensory (BPS) processing ability of a child with Asperger Syndrome (AS). Method : A boy who is 11 years and 2 months old took the Functional Independence Measure for Children (Wee-FIM), Canadian Occupational Performance Measure (COPM), Short Sensory Profile, Bruininks-Oserestky Test of Motor Proficiency-2 (BOT-2), and Test of Playfulness (ToP) for the baseline. The child participated in 3 evaluation sessions and 8 therapy sessions based on the AB research design. Duration of each session is 50 min and the therapy session is divided into 40 minutes for treatment and 10 minutes for evaluation. Since the vestibular sense and proprioception build up one's ability of postural control, several tests were employed to evaluate the child' postural control as outcome measure; distance from front leg of chair to heel of the child with sitting (C-H distance), angle between trunk and thigh (hip joint angle) with sitting, and the 'prone-extension posture' which is a subtest of Clinical Observation of Motor and Postural Skill (COMPS) to examine postural control embodied with integration of reflex and BPS processing. Result : During the therapy, average data of the C-H distance is decreased from 27.33cm to 11.69cm, average data of the hip joint angle is also decreased from $43.3^{\circ}$ to $20^{\circ}$, and average time for the prone-extension posture is increased from 13.15seconds to 24.84seconds. Conclusion : This result indicates that the ability to postural control in sitting and to maintain the prone-extension posture can be improved by sensory integrative therapy, with enhanced BPS processing.

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The Impact of Perception on the Difference Between Mobile and Stationary Internet Toward the Intention to Use Mobile Internet (모바일 인터넷과 PC 인터넷의 특성 차이에 대한 인식이 모바일 인터넷 사용 의도에 미치는 영향에 대한 연구)

  • Shin, Hyun-Sik;Song, Yong-Uk;Sung, Nahk-Hyun
    • The Journal of Society for e-Business Studies
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    • v.15 no.3
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    • pp.99-129
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    • 2010
  • The objective of this research is to identify the factors which influence users' intention to use mobile Internet. There are lots of researches based on Technology Acceptance Model trying to identify the factors which have influence on accepting mobile Internet and its related services. These researches, however, have some limitation in the sense that they focus only on the features of mobile Internet itself while users make overall decision after the comparison of a new service channel with existing service channels in many directions. Therefore, we are going to analyze the impact of users' perception on the difference between mobile and stationary Internet toward their intention to use mobile Internet. We identified the features like ubiquitous availability, context awareness, compatibility, friendliness, and economic value from literature review and developed a structural model about the impact of users' perception on the differences of these features between mobile and stationary Internet toward their intention to use mobile Internet through mediate variables such as perceived ease of use, perceived playfulness, and perceived usefulness. After that, we conducted an experimental analysis for the model, and addressed a solution to rev up the usage of mobile Internet based on the results of the analysis.

The Effect of Group Sensory Integrative Intervention for Play Skill and Social Interaction (그룹감각통합치료가 아동의 놀이와 또래 상호작용에 미치는 영향)

  • Hong, Eun-Kyoung;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.7 no.1
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    • pp.13-25
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    • 2009
  • Objective : The purpose of the study is to find out how group sensory integrative (SI) intervention enhances play skill and social interaction of the children with sensory integration disorders. Method : Three children who were showing problems related in sensory integration received 12 SI intervention sessions. The Sensory Profile (SP) and The Social Maturity Scale (SMS) were accomplished by the subject's primary caregiver. Test of Playfulness (ToP) and Peer Social Interactions Rating Scale (PSIRS) were utilized to investigate the children's play skills and social interactions with their friends. Goal Attainment Scale (GAS) is applied to assess the children's play skill, social interactions with peer, and sensory processing at each session. Data was collected before- and after the intervention and analyzed by the Wilcoxon matched-pair signed rank test with SPSS/WIN version 10.0 and Microsoft Excel. Results : The average scores of ToP, PSIRS, and SMS were increased after the sensory integrative intervention. However, there is no significant difference in the play skills and social interactions between data of pre-intervention and the one of post-intervention. The score of the GAS was frequently increased in terms of the play skills and sensory processing throughout the whole sessions. Conclusions : This study reveals a possibility of that the group sensory integrative intervention may affect not only sensory processing ability, but also play skills and social interactions of children experiencing difficulties of sensory processing. Future research should supplement limitations of this study regarding insufficient number of the subject and the short period of the experiment.

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Factors Affecting User Satisfaction of Mobile Social Network Games: Focusing on the Quality and Self-determination (모바일 소셜 네트워크 게임 이용만족에 영향을 미치는 요인: 품질과 자기결정성 요인을 중심으로)

  • Youm, Dong-sup;Park, Kyoung-Ha
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.459-467
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    • 2016
  • 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.

Factors Influencing Photo Sharing Intention on Instagram based on Uses and Gratification Theory (이용과 충족이론에 기반한 인스타그램의 사진공유 의도에 영향을 미치는 요인)

  • Jeon, Joong-Won;Jung, Chul-Ho
    • Management & Information Systems Review
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    • v.39 no.1
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    • pp.1-13
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    • 2020
  • The purpose of this study is to empirically analyze the factors influencing user's intention to share photos in Instagram, a representative SNS whose main function is photo sharing. For this purpose, based on the results of reviewing related literature such as uses and gratification theory, the motivation factors for use that are expected to influence the formation of positive perception of Instagram users are derived. The results of empirical analysis of 251 Instagram users are as follows. First, the archive, self-expression, and social relations of Instagram have a positive effect on the usefulness. Second, Instagram's self-expression, social relationship and playfulness were found to have a positive effect on favorable attitude. Lastly, the user's perceived usefulness on Instagram has a positive effect on the favorable attitude, and both the usefulness and favorable attitude have a positive effect on the to photo sharing intention. Based on the results of this study, strategic implications were drawn to enable the spread of services through the positive recognition and the improvement of photo sharing intention of Instagram users.

Study on Relationship Between Consumption Values of Masstige and Consumer Happiness (매스티지 브랜드의 소비가치와 소비자 행복과의 관계에 관한 연구)

  • Kim, Yu-Kyung
    • Journal of Distribution Science
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    • v.13 no.1
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    • pp.105-118
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    • 2015
  • Purpose - The objective of this study is to verify whether there are differences between Korean and Chinese consumers in the importance of the attributes such as shopping value and loyalty in social commerce. With the purpose of finding out these differences, the following questions are set up as research questions. First, will there be a difference between Korea and China in the importance of attributes of social commerce? Second, will there be a difference between Korean and Chinese consumers in shopping value? Third, will there be a difference between Korean and Chinese consumers in their loyalty? Research design, data, and methodology - The researchers collected data through self-administered questionnaires from Korean and Chinese consumers who had used social commerce within the past six months before answering the questionnaire. First, for social commerce users in Korea, comprising male and female university students in Chungcheong, a questionnaire was circulated. For social commerce users in China, university students within Beijing were surveyed. Responses to 336 questionnaires were used, excluding those with no answers or unreliable answers. Data coding and data cleaning were used. SPSS 18.0 was used. First, exploratory factor analysis is done to verify the validity of testing tools, and Cronbach's α coefficient is used to verify credibility. For factor analysis, the Varimax method is used. To verify the internal consistency reliability of each factor, the Cronbach's α coefficient is used to verify the credibility. Second, a T-test is done to verify differences between Korean and Chinese consumers for the importance of attributes. Third, ANOVA (Analysis of variance) is done to verify differences between Korean and Chinese consumers in shopping value and loyalty. Results - When Korean and Chinese consumers use social commerce, first, the importance of the attributes of social commerce is affected by four factors; playfulness and economic factors are more important to Korean consumers than Chinese consumers. As for informativeness factors, including product information and quality, and buyer comments, there was no confirmed difference between Korean and Chinese consumers. The convenience factor is more important to Chinese consumers than Korean consumers. Second, the factors affecting shopping value for Korean and Chinese consumers were hedonic shopping value and rational shopping value. To see the difference between Korean and Chinese consumers in shopping value factors, a t-test is conducted. As a result, in the rational shopping value factors of social commerce, Korean consumers scored higher than did Chinese consumers. These results were verified to be meaningful through statistics. In the hedonic shopping value factor of social commerce, Korean consumers scored higher than Chinese consumers. These results showed a significant difference. Third, loyalty in social commerce is higher for Chinese consumers than for Korean consumers. However, there is no difference in loyalty depending on sex. Conclusions - These results will hopefully be valuable and used in the future by Korean companies that wish to enter the Chinese social commerce market.

A Study on Difference between Korea and China Consumers in importance of Attributes, Shopping Value and Loyalty in Social Commerce (한국과 중국소비자의 소셜커머스 속성의 중요도, 쇼핑가치 및 충성도 차이에 관한 연구)

  • Kim, Moon-Jung
    • Journal of Distribution Science
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    • v.13 no.1
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    • pp.47-55
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    • 2015
  • Purpose - The objective of this study is to verify whether there are differences between Korean and Chinese consumers in the importance of the attributes such as shopping value and loyalty in social commerce. With the purpose of finding out these differences, the following questions are set up as research questions. First, will there be a difference between Korea and China in the importance of attributes of social commerce? Second, will there be a difference between Korean and Chinese consumers in shopping value? Third, will there be a difference between Korean and Chinese consumers in their loyalty? Research design, data, and methodology - The researchers collected data through self-administered questionnaires from Korean and Chinese consumers who had used social commerce within the past six months before answering the questionnaire. First, for social commerce users in Korea, comprising male and female university students in Chungcheong, a questionnaire was circulated. For social commerce users in China, university students within Beijing were surveyed. Responses to 336 questionnaires were used, excluding those with no answers or unreliable answers. Data coding and data cleaning were used. SPSS 18.0 was used. First, exploratory factor analysis is done to verify the validity of testing tools, and Cronbach's α coefficient is used to verify credibility. For factor analysis, the Varimax method is used. To verify the internal consistency reliability of each factor, the Cronbach's α coefficient is used to verify the credibility. Second, a T-test is done to verify differences between Korean and Chinese consumers for the importance of attributes. Third, ANOVA (Analysis of variance) is done to verify differences between Korean and Chinese consumers in shopping value and loyalty. Results - When Korean and Chinese consumers use social commerce, first, the importance of the attributes of social commerce is affected by four factors; playfulness and economic factors are more important to Korean consumers than Chinese consumers. As for informativeness factors, including product information and quality, and buyer comments, there was no confirmed difference between Korean and Chinese consumers. The convenience factor is more important to Chinese consumers than Korean consumers. Second, the factors affecting shopping value for Korean and Chinese consumers were hedonic shopping value and rational shopping value. To see the difference between Korean and Chinese consumers in shopping value factors, a t-test is conducted. As a result, in the rational shopping value factors of social commerce, Korean consumers scored higher than did Chinese consumers. These results were verified to be meaningful through statistics. In the hedonic shopping value factor of social commerce, Korean consumers scored higher than Chinese consumers. These results showed a significant difference. Third, loyalty in social commerce is higher for Chinese consumers than for Korean consumers. However, there is no difference in loyalty depending on sex. Conclusion - These results will hopefully be valuable and used in the future by Korean companies that wish to enter the Chinese social commerce market.

An Efficient Dynamic Workload Balancing Strategy (리트윗 행위의 동기, 이유와 가치: 요인 분석)

  • Kim, Hyo D.
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.137-147
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    • 2014
  • The study aims at exploring motivation, rationale, and values in twitter users' retweet behavior. It proposes that diffusion of message is based on the complex interactional relationships among attributes of original message, user's rationale, and values. Based on a pilot study, we constructed a total of 34 questions asking message attributes, motivation, and values of retweeting. Then, twitter users participated in an online survey, in which they evaluate their own 5 retweet messages based on the constructed questions(5 messages ${\times}$ 34 questions = 170). Then, a factor analysis is done in order to see the dimensions of the concepts in retweet behavior; and understand how message attributes, motivations, and values are inter-related with each other. The main factors extracted were: (1) public fairness, (2) fun and playfulness, (3) communal help, (4) news and information, etc. Factor 2 and 4 show the traditional journalism characteristics; while factor 1 and 3 do alternative journalistic values. The latter may work as a rectifying factors for traditional journalism; however, backfiring mechanism for group polarization. In addition, (1) users' internal identities, (2) communal unity and (3) belongness were identified as rationales and values for retweet behavior.