• Title/Summary/Keyword: 내적 몰입 상태

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Validity and Reliability of a Korean Version of the Flow State Scale for Occupational Task (한글판 작업과제 몰입상태척도(Korean version of Flow State Scale for Occupational Task: K-FSSOT)의 타당도 및 신뢰도연구)

  • Lee, Jeong-Hoon;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.10 no.4
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    • pp.53-63
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    • 2021
  • Objective : This study aimed to develop a Korean version of the Flow State Scale for Occupational Task (K-FSSOT), to measure the level of a flow experience of a subject in occupational therapy activities. Methods : To develop a measure of K-FSSOT, validity and reliability were verified through a systematic development process. The validity was verified by calculating the content validity index (CVI) through the content validity of 10 occupational therapists and a question-and-answer survey of 20 patients. Reliability was verified by investigating the internal consistency and examination-re-test reliability of 33 patients. Results : The item-CVI for each question in the content feasibility study was .90 to 1.00, and the scale-CVI, which is the average of the whole item, was found to be appropriate at .97. The verification of reliability indicated that the intrinsic value of the entire question was high at .855, and the test-retest reliability value was high at .894 (p<.01), showing a high correlation, and very high reliability. Conclusion : K-FSSOT could be used as a useful tool to measure the level of a flow experience of the target in performing occupational therapy activities for occupational therapists concerned about the participation and flow experience of the target.

Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.79-91
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    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

How Gamification Moves Students: A Study on Psychic Anti-entropy and Meme through Analysis of Study Time Management Services (게이미피게이션은 어떻게 학생들을 움직이는가: 학습시간 관리서비스 분석을 통한 심리적 반엔트로피와 밈에 관한 연구)

  • Shin, Jongcheon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.27-40
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    • 2017
  • This study explores the concept of Study Time Management Service(STMS) and the characteristics of gamification elements in STMS, in order to propose the meaning of psychic anti-entropy and the role of a meme as a new gamification element. The goal of gamification in education is to enhance study motivation and lead to flow by integrating similarities between game and study into the study environment. STMS also aims at such a goal. However, it differs in that the external anti-entropy environment, such as blocking apps, is connected with game mechanics or game thinking to give extrinsic motivation. It is also unique in that it uses a meme as a new gamification element to induce intrinsic motivation. In particular, a meme as a kind of guideline for performing study activities induces intrinsic motivation to imitate good study patterns and offers the driving force to sustain psychic anti-entropy state. Therefore, gamification in STMS is to strengthen the external anti-entropy environment by utilizing game mechanics or game thinking, and to maintain the psychic anti-entropy state by utilizing a meme of study patterns.

Analysis of Flow and Emotional Experience of College Student Among Type of Occupational Balance Using Experience Sampling Methods Based on Smart Phone (스마트폰 기반 경험표집법을 통해 수집된 작업균형유형에 따른 대학생의 몰입과 정서경험 분석)

  • Hong, Seung-Pyo;Yoo, Yeon-Hwan;Kwo, Jae-Sung
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.227-235
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    • 2015
  • The aim of this study was to identify the type of occupational balance of college students and analyze the differences between positive or negative emotions according to degree of flow. The Experience Sampling Methods (ESM) were conducted for 12 college students using smart phones. As a result, in activities of daily living group, apathy showed the highest percentage (34%) and in over work group, flow showed the highest percentage (41%). In occupational balance group, frequency of labor and leisure activities was high but boredom was experience a lot in leisure activities. When the students experienced flow in main activities, mean score of positive emotions showed the highest value. Through this study, we identified the differences of flow experience in occupational performance based on type of occupational balance and confirmed improvement of positive emotions in activities experienced flow.

Analysis of mediating effects of presence, emotional attachment, and focus of attention for augmented reality immersion - In the case of augmented reality game Pokémon Go users (증강현실 몰입에 대한 현존감 및 정서적 애착과 주의집중의 매개효과 연구 - 증강현실 게임 포켓몬 고 이용자를 사례로)

  • Han, Yoon Jung
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.27-35
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    • 2017
  • This study aims to investigate the influence of engagement of augmented reality game on immersion. The relationship between engagement and flow was examined through the mediating effects of emotional attachment and focus of attention on presence and the mediating effects of presence on flow. In order to verify the research hypothesis, online questionnaire was conducted with the consent of $Pok\acute{e}mon$ Go game user group. The questionnaire items were translated from the Augmented Reality Immersion Questionnaire. A total of 200 questionnaires were collected and used for analysis. Using the SPSS 23.0 program and the Mplus 7.0 program, the reliability of the scale was confirmed through the Cronbach's coefficient and the causal relationship and the mediating effects were verified by path analysis. As a result, there was no direct causal relationship between engagement and flow. However, causal relationship was evident when emotional attachment and focus of attention were mediated in the process of engagement in augmented reality game. In conclusion, systematic explanations of participant's emotional attachment and attentional state as a main factor in the process of participating in the augmented reality game involvement, reveal the elements to be noticed by the augmented reality game.

Sustaining Dramatic Communication Between the Audience and Characters through a Realization : (관객과 인물의 극적소통을 위한 사실화연구 : 영화 '시'를 중심으로)

  • Kim, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.173-197
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    • 2011
  • Through a story, the audience moves between fiction and reality. A story is an emotional experience that appeals to human feeling. The rational function of a story is to convey knowledge and information, and its emotional function is to touch the audience. Moreover, these aspects of a story are linked to its language, text, and imagery. This paper focuses on the emotional function of a story. In a experiential story, the audience's emotional response is a result of maximum dramatic communication between them and the characters. Through psychological and mental communion with the characters, the audience becomes immersed in the story when they emotionally identify with the characters, and dramatic communication is achieved. However, dramatic communication is mostly achieved instantaneously. The elements of a film need to be realized to sustain dramatic communication such that the audience continues to be immersed in the story. The audience can identify with the characters who are placed in real-life situations by considering the characters' external and internal aspects. External search pertains to the tangible aspects of the character such as its background, life, and conversation. Through the audience's external search, the characters communicate with the audience. Internal search deals with aspects of the characters' personality such as their self-concept, desires, and internal conflicts. Through internal search, the audience understands the inner side of the characters. In this process, a film director should ensure that the acting depicts the inner side of the characters. In other words, the director should perfectly depict the internal and external elements of a human on screen. Appropriate visualization can lead to dramatic communication with the characters and thereby create the audience's emotional response. Considering these techniques, this paper focuses on the scenes of the film "Poetry" in which dramatic communication with the characters creates the audience's emotional response. Accordingly, the audience plays a role in sustaining dramatic communication for the physical screen time of a film.

The effects of skill-utilization based underemployment on self-esteem and mental health: Employment commitment and social support as moderators (기술활용도 측면의 불완전고용이 재취업자의 자아존중감과 정신건강에 미치는 영향: 일에 대한 몰입과 사회적 지지의 조절효과를 중심으로)

  • Youn-Hee Roh ;Myung Un Kim
    • Korean Journal of Culture and Social Issue
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    • v.16 no.3
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    • pp.355-383
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    • 2010
  • In this study, the effects of skill-utilization based underemployment on self-esteem and mental health were examined. Also the moderating effects of employment commitment and social support were verified. Data obtained by a longitudinally designed survey with the reemployed (N=153) after job loss were used. The skill-utilization based underemployment was measured in two ways. One is measured in the way that use objective data, the ratio of education - 'educational requirement for the current job' divided by 'individual educational attainment.' The other is measured in the way that use psychological and self-reported measure, two factors of overqualification - the absence of opportunity for growth (no-growth) and the occupational mismatch in educational attainment, skills and experiences (mismatch). The main effect revealed that the no-growth made self-esteem lower and mental health (GHQ-social maladjustment) worse. The significant interaction of the ratio of education and employment commitment indicates that the negative effects of underemployment measured by the ratio of education on mental health (GHQ-social maladjustment, GHQ-depression/anxiety) were greater for those perceiving low employment commitment than for those perceiving high employment commitment. The significant interaction of the ratio of education and social support indicates that the negative effects of underemployment measured by the ratio of education on mental health (GHQ-depression/anxiety) were greater for those perceiving low social support than for those perceiving high social support. The two moderators also interacted with the two factors of perceived overqualification. Employment commitment had significant interaction effects with the no-growth and the mismatch on self-esteem and mental health (GHQ-depression/anxiety), whereas social support had a significant interaction only with the no-growth on mental health (GHQ-depression/anxiety). The significant interactions show that employment commitment and social support function as buffers in reducing the negative effects of skill-utilization based underemployment on self-esteem and mental health.

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A Comparative Study on the Factors Affecting the Acceptance Intention for Mobile Ads.: Cases of Korea and U.S.A. (모바일 광고의 수용의도에 영향을 미치는 요인에 관한 비교 연구: 한국, 미국 중심으로)

  • Yoo, Sang-Jin;Lee, Dong-Man;Kim, Hyo-Jung
    • Information Systems Review
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    • v.8 no.3
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    • pp.135-152
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    • 2006
  • This study has been performed to analyze and identify some factors which has impact on the level of consumers' acceptance for the mobile ads. For better results and more reasonable generalization of the results, this study targets consumers in two such countries as Korea and U.S.A. This research investigates the determinants of consumer's acceptance for the mobile Ads. Based on TAM(Technology Acceptance Model) and Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. For examining an implied relationships by this research model, a survey was conducted by collecting research data from students and consumers of mobile ads in Korea, and U.S.A. This data was analyzed based on using AMOS, the structural equation modeling and a second-generation multi variant technique, and has gained distinct advantages over other technique.