• Title/Summary/Keyword: 몰입평가

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Development of Measurement Standard Scale for Festival contents quality (CONTSQUAL) (지역축제 콘텐츠품질(CONTSQUAL) 척도 개발)

  • Maeng, Hae-Yeong;Jang, Hyeong-Yu
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.742-760
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    • 2012
  • Festival contents have played a role as a mediator that connects consumers and producers of the Festivals to express the purpose or theme of those. The successful quality factors to be successively sustainable excellent Festivals include ritual, experience, exhibition, sales, education, competitive, performance. In this study, Festival contents scales, that is named CONTSQUAL, being consisted of seven factors were drawn through the analysis of Cultural Tourism Festival 2012. Festival CONTSQUAL is ritual, experience, exhibition, sales, education, competitive, performance. The research sample is participants in the "Geumsan Insam Festival". Empirical analysis was carried out for visitors to verify the scales and research model. As a result, among festival CONTSQUAL, all components of qualities affected positively on Festival Flow but ritual and education. Festival flow affected positively on festival satisfaction while festival satisfaction affected positively on behavior intention. This study not only measured festival quality through the newly developed CONTSQUAL scales underlying sustainable competitive festival, but also built basic foundation for objectively assessing the festival contents quality, which would result in ensure successful local festival.

Comparison of a Learner's Experience on Zoom and Spatial (줌과 스페이셜의 학습자 경험 비교 평가)

  • Yejin Lee;Kwang-Tae Jung
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.535-541
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    • 2022
  • Zoom has been most popularly used as a non-face-to-face online class tool since COVID19, but due to the recent spread of the metaverse, the use of the metaverse platform is increasing. In particular, since a metaverse platform 'Spatial' provides online classroom creation and various learning functions, and various interactions between instructors and learners or learners and learners are possible, it is highly likely to be used in university classes. Since Zoom and Spatial each have their own strengths and weaknesses for the purpose of class use, it is necessary to find out the strengths and weaknesses of each by comparing and analyzing the learner's experience in class use. In this study, a quantitative analysis of usability, immersion, and satisfaction and a qualitative analysis of individual opinions were performed in order to compare and analyze the learner's experience. SUS (System Usability Scale) was used for usability evaluation, and Magnitude Estimation method was used for immersion and satisfaction evaluation. Thirty-five people who had participated in classes using Zoom and Spatial participated as subjects in this study. Zoom was higher than Spatial at the significance level of 0.05 in usability and satisfaction. On the other hand, the immersion in class was higher in Spatial than in Zoom. Since Spatial provides online classroom creation and various learning functions, and provides various interactions and fun elements between instructors and learners or learners and learners, the immersion in classes was high. If the user interface and interaction of Spatial are improved in the future, it is judged that it can be used as an effective online teaching tool that can replace zoom in university classes.

Emotion and Sensibility Comparison between Loanword and Hangul Label in Fashion Industry (의류 패션산업에서 순한글과 외래어 용어에 대한 감성비교)

  • Yoon, Yongju;Na, Youngjoo
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.79-94
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    • 2015
  • The purpose of this study is to analyze the emotion and sensibility of fashion words in terms of words types, such as loanword and Korean words, Hangul in fashion product label and fashion manufacturing industry. We surveyed 200 persons in their 20s using the questionnaire on the stimulus of product tag label and fashion words with 15 adjectives. Based on daily usage of foreign words in fashion market, we selected 1 item label in 3 forms: 1) Hangul label written in loan words 2) Label written in English and 3) Label written in Hangul and 3 fashion words in 2 forms 1) loanword and 2) Hangul. And the label types and fashion words were analyzed and investigated in terms of consumer's sensibility, preferences and estimated product price. The results are following: consumers preferred loanword label than Hangul label, and they preferred loanword in English than that in Korean. They evaluated loanword more positively, such as refinement, gorgeous and elegant, etc. and estimated the product price of loanword label as higher. But in the sensibility of 'familiar' and 'stability', Hangul label was not significantly different to loanword written in Hangul. That is, label written in English is the highest in all the evaluation, and loanword label written in Hangul is next, and Hangul label showed the lowest result. Consumers showed the evaluation differently between loanwords and Hangul according to their degree in fashion involvement. Consumers of high fashion involvement evaluated the sensibilities of 'refinement', 'elegant', and 'gorgeous' of loanwords as higher, whereas they had tendency to evaluate the sensibilities of 'familiar' and 'stability' of Hangul as higher or similar.

The Development Process of Quality Evaluation Indicators for Game Graphical Data (게임 그래픽 데이터의 품질평가지표 개발 프로세스)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.113-114
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    • 2012
  • 게임이 기획, 그래픽, 프로그램의 복합적 기능을 가진 콘텐츠이지만 특별히 수준 높은 그래픽 데이터는 이용자의 만족도, 몰입 등에 긍정적인 영향을 미치는 중요한 영역이다. 그러나 아직 국내외에 게임 그래픽 데이터의 품질을 객관적으로 평가할 수 있는 기준이 마련되어 있지 않다. 이에 따라 본 논문에서는 게임 그래픽 데이터의 품질 평가를 위한 지표를 개발하는 프로세스를 제안한다. 제안된 프로세스는 그래픽 데이터의 품질 평가 영역 추출을 위한 방법과 세부 평가 지표 마련을 위한 평가 항목 추출방법들로 구성된다. 본 연구 결과는 고품질 게임 개발을 위한 품질평가 지표 개발에 적용될 것이며 관련 분야의 품질평가 모델 개발의 참조 모델이 될 것이다. 향후 본 연구는 국내외 게임 그래픽 데이터의 품질평가 표준안 설계 개발로 진행될 예정이다.

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A Study on the Effects of Performance-Based Personnel System Research on the Organizational Effectiveness: Focusing on Small Company, Shandong Province of China (성과주의 인적자원관리제도와 조직유효성에 관한 연구: 중국 산동성 중소기업을 중심으로)

  • Liu, YiXin;Chang, Sug-In
    • Industry Promotion Research
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    • v.1 no.1
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    • pp.159-166
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    • 2016
  • The purpose of this study is to present and identify the relationship for the effects of performance-based human resource practices on the organizational effectiveness with focusing on small and medium-sized enterprises around Shandong province of China. The performance-based human resource practice factors include selective employment system, education training system, evaluation system, compensation system and the career promotion ladder opportunity system. As a result, among ten hypotheses, six hypotheses turned out to be the meaningful approaches. In addition there exist some human factors that interfere with the fairness of the evaluation due to the regional and personal factors, assessment system difference among firms. Finally the compensation system and organizational investment for increasing or decreasing will critically affect the enthusiasm of the staff members of firms, and the less invested for thema, the greater the likelihood of their turnovers.

Estimation Method of User's Gameplay Skill Level through the Performance of Gameplay Status (게임플레이 상태의 성과를 통한 게임숙련도 평가방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.21-32
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    • 2017
  • Computer games must keep the user immersed for fun. According to the immersion theory, maintaining the user's immersive state requires a continuous balance of game skill level and game difficulty level This study proposes a game skill estimation method of 9th grade that can be applied to a casual action game that can assume a zero-sum game, and additionally proposed a difficulty guessing method. The proposed methods can be implemented quickly and easily because it is a method determining by conditional mathematical expressions. Experiments on the accuracy of the proposed methods for the customized Pac-Man game show that the accuracy of the skill level was 1.2 grade as the difference on the average and the accuracy of the game difficulty level was 1.81 grade the difference on the average. The results show that the proposed methods are accurate enough to be applied to casual action games satisfying the zero-sum condition.

An effect of covert narcissism on SNS addiction tendency in university students - Focusing on a mediating effect of evaluative concerns perfectionism - (대학생의 내현적 자기애가 SNS 중독경향성에 미치는 영향 - 평가염려 완벽주의의 매개효과를 중심으로 -)

  • Yoon, Euncho;Kim, Jung Min;Han, Areum
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.3
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    • pp.647-658
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    • 2017
  • This study aims to explore the relative influences of covert narcissism and evaluative concerns perfectionism on SNS addiction tendency, and the mediating effect of evaluative concerns perfectionism in the influence of covert narcissism on SNS addiction tendency of undergraduates. The results of this study can be summarized in the following. First, control failure and disturbance of adaptive, avoidance of negative emotion, and virtual life orientation and withdrawal were best accounted for by exploitation/self-centeredness. On the other hand, absorption and tolerance was best accounted for by hypersensitivity/vulnerability in undergraduates. Also, SNS addiction tendency was accounted for by only socially prescribed perfectionism of evaluative concerns perfectionism. Second, evaluative concerns perfectionism partially mediated the relations between covert narcissism and absorption and tolerance and between covert narcissism and virtual life orientation and withdrawal, while it didn't mediate the relations between covert narcissism and control failure and disturbance of adaptive and between covert narcissism and avoidance of negative emotion.

A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.37-48
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    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.

A Study of Influence on the Psychological State of Hospital Employees through Convergence Career Management Systems (병원의 융복합적 경력관리제도가 직원의 심리상태에 미치는 영향)

  • Kim, Hyeon Young;Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.119-129
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    • 2015
  • The purpose of this study is to show how much career management systems of hospital affect the psychological states of hospital employees. The research was dealing the issues about hospital's career management systems which affect exhaustion, cynicism, and job engagement. We found that job rotation has a negative significant effect on exhaustion. In addition, job rotation also negatively influence cynicism. On the other hand, career education and training has a positive effect on job engagement. Career management support systems and evaluation of career development, however, do not have significant effect on dependent variables. Thus, effective career management systems for hospital organizations are job rotation and career education and training programs. Finally, based on the analyzed results, this study has provide useful information for hospital management to establish efficient and productive human resources-management systems in order to increase in job engagement and reduce exhaustion and cynicism of employees as well.

Experiment Method for Measuring Quality of Experience for 360-degree Video with Sensorial Effects (360도 동영상 감각효과에 대한 사용자경험품질 측정 실험 방법)

  • Jeong, Min Hyuk;Kim, Sang Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.113-116
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    • 2020
  • This paper proposes a Quality of Experience (QoE) evaluation experiment to measure the effects of 360-degree video and sensory effects on the subject's degree of immersion, satisfaction, and sense of presence. The test subject responds to a questionnaire about the degree of immersion, satisfaction, and sense of presence after experiencing a 360-degree video accompanied by sensory effects while wearing a head-mounted display (HMD) with a scent diffusion device. As a result of the response analysis, it was confirmed that the proposed experimental method is suitable for measuring the subject's degree of immersion, satisfaction, and sense of presence about 360-degree video and sensory effects. On the other hand, inserting a gray screen for comparison experiments while watching a 360-degree video was found to cause a significant decrease in immersion and realism.