• Title/Summary/Keyword: 몰입평가

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A Usability Evaluation of VR Go-Game using CyberGlove (CyberGlove를 이용한 VR 바둑 게임의 사용성 평가)

  • Lee, Jae-Jin;Kim, Jeong-Sik;Choi, Soo-Mi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.819-822
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    • 2004
  • 본 논문에서는 가상환경에서의 바둑 게임을 위하여 CyberGlove와 트랙킹 장비를 이용한 사용자 인터페이스를 구축하고 이의 사용성을 평가하였다. 먼저 바둑 게임을 위한 3차원 객체들을 생성한 후, WorldTookit을 이용하여 가상환경을 구축하였다. 그리고 트래킹 리시버가 부착된 CyberGlove를 끼고 바둑함으로부터 "바둑알 집기"와 바둑판 위의 화점에 "바둑알 두기"를 통해 가상환경에 익숙치 않은 사용자들을 대상으로 인터페이스의 사용성을 평가하였다. 실험 결과 현실 세계와 같이 손과 손가락을 움직여 바둑을 두는데 매우 흥미로와 했고, 사용자의 2가지 뷰에 따라 실험한 결과 직교 top 뷰에서의 정확도가 대각 원근 뷰 보다 높게 나타났다. 또한 주변 화점에 바둑알을 둘때의 정확도가 현저히 저하됨을 알 수 있었다. 장기간 사용시 불편함 호소 등 해결해야할 문제가 있음에도 불구하고 가상현실 인터페이스는 보다 몰입적이고 현실감 있는 게임을 위해 필요한 요소임을 확인할 수 있었다.

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The Correlations among Trust, Satisfaction, Commitment, and Relation-Continuing Intention for Internet foundation Fashion Shopping Mall (인터넷 창업 패션 쇼핑몰에 대한 이용고객의 신뢰, 만족, 몰입 및 관계지속의도 간의 구조적 인과관계)

  • Jo, Yoon Ah
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.155-165
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    • 2015
  • The objective of this study is to verify the structural correlations among trust, satisfaction, commitment, relation-continuing intention for internet fashion shopping mall. The statistical significance of questionnaire survey data for 360 customers was verified by using SPSS 18.0 and AMOS 18.0 statistical programs with significance levels of the ${\alpha}=0.05$. First of all, Cronbach's ${\alpha}$ was also assessed to verify the reliability of the measuring tool, and the fitness of the model were also verified to investigate the fitness of this research model. Finally, structural equation model analysis was performed to verify the structural correlations among the structural correlations among trust, satisfaction, commitment, relation-continuing intention for internet fashion shopping mall. On the basis of the empirical analysis, the following key results were drawn. First, trust for internet fashion shopping mall has the positively significant effects on satisfaction. Second, trust for internet fashion shopping mall has the positively significant effects on commitment. Third, trust for internet fashion shopping mall has the positively significant effects on relation-continuing intention. Fourth, satisfaction for internet fashion shopping mall has the positively significant effects on relation-continuing intention. Fifth, commitment for internet fashion shopping mall has the positively significant effects on relation-continuing intention. Sixth, the path of trust${\rightarrow}$satisfaction${\rightarrow}$relation-continuing intention for internet fashion shopping mall has the significant indirect effects, therefore the mediation effect of satisfaction was significant. Seventh, the path of trust${\rightarrow}$commitment${\rightarrow}$relation-continuing intention for internet fashion shopping mall has the significant indirect effects, therefore the mediation effect of commitment was significant.

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Design of System for Upper-limbs Rehabilitation Using Kinect Sensor (키넥트 센서를 이용한 상지재활 시스템의 설계)

  • Park, Myeong-Chul;Jung, Hyon-Chel
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.309-310
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    • 2015
  • 본 연구는 뇌졸중 등의 상지 기능 손상에 대하여 원격지에 위치하는 환자에게 치료와 진단을 포함하는 재활 콘텐츠를 제공하는 시스템을 개발하기 위한 설계를 목적으로 하고 있다. 설계 콘텐츠의 구조는 가상현실로 재활과 관련된 상지의 움직임을 제시하고 실제 움직임을 키넥트 센서를 이용하여 추적하여, 시각/청각/촉각 피드백을 제시함으로써 재활 치료 효과와 몰입감을 높이고 상지 운동 기능을 평가하는 것으로 구성된다.

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The Virtual Review System for Car Interior/Exterior Design Review (자동차 내.외관 품평을 위한 가상 디자인 품평 시스템)

  • Ghyme, Sang-Won;Shin, Seon-Hyung;Son, Wook-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1069-1074
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    • 2006
  • 자동차/선박/정보통신기기 등의 각종 제조 산업 분야에서 신제품 개발기간과 비용단축을 위해 제품의 설계/스타일링 단계에서 디자인 및 사용자 사용성/편이성 등에 대해 가상으로 품평하는 기술에 대한 관심이 날로 증가하고 있다. 이상적인 가상 품평 기술은 사용자가 실물에 대한 품평 상황과 동일한 체험을 얻을 수 있도록 해야 한다. 이를 위해서 품평 대상물을 사실적으로 표현할 수 있도록 하는 실사 수준의 고품질 가시화 기술과 사용자가 품평 대상물을 자연스럽게 조작할 수 있는 상호작용 기술이 필요하다. 본 연구는 자동차의 내 외관 디자인 품평을 위한 가상 디자인 품평 시스템의 개발에 관한 것으로, 사실적인 자동차 가시화를 위한 환경 반사, 빛 산란, 범프 매핑등의 고품질 쉐이더 구현 및 저작 기술, 몰입환경에서 품평 작업을 위한 3D GUI 지원, 자동차 각 부품의 사용성/편이성 평가를 위한 운동성 조작 기능, 멀티프로젝션 디스플레이 시스템 및 3 차원 인간 모델, 장갑형 입력장치 지원을 통한 몰입형 가상 품평 환경 구축에 관한 기술 및 구현 방법을 제시하고자 한다.

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Relationship between Perception for Appraisal of Perioperative Nurses and Performance and Organizational Commitment (수술실 간호사의 성과 평가에 대한 인식이 조직몰입 및 성과에 미치는 영향)

  • Kang, Kyoung-Hee;Park, Sung-Ae
    • Journal of Korean Academy of Nursing Administration
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    • v.17 no.2
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    • pp.189-197
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    • 2011
  • Purpose: This study was an analysis of the relationship between perception for appraisal of staff nurses in operating rooms and performance and organizational commitment. Method: The survey was conducted with 176 staff nurses in operating rooms in 2 hospitals in Seoul. Data were analyzed using frequency, one-way ANOVA, Pearson correlation analysis, and stepwise multiple regression. Result: 1. Perception for appraisal including accuracy and justice was significantly related to organizational commitment (r=.496, P=.000). Perception for appraisal including accuracy and justice was slightly related to performance (r=.220, P=.003). 2. In order to determine the percentage of the variance of performance and organizational commitment that could be predicted by perception for appraisal, perception for appraisal was entered in the regression equation. Accuracy accounted for 25% of the variance in the organizational commitment. To determine the percentage of the variance of performance that could be predicted by perception for appraisal and organizational commitment, the perception for appraisal and organizational commitment were entered in the regression equation. Organizational commitment accounted for 21% of the variance in the performance. Consequently accuracy predicted organizational commitment. Organizational commitment predicted performance. Conclusions: Findings indicate the need to increase accuracy of performance appraisal to promote organizational commitment and performance in perioperative nurses.

Multimedia Elements of the Game for the Quality Assessment (게임의 멀티미디어 요소에 대한 품질 평가)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.252-255
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    • 2012
  • Multimedia element of the game graphics and sound, etc. 'commitment' that plays an important role in gameplay. Therefore, the quality of the game is closely related to the quality of multimedia elements that can be. In this study, various competitions in the field of content screening criteria based on previous studies and multimedia elements of the game area, and domain-specific details about the quality of sub-elements were extracted. Assessment areas and sub-elements extracted to verify the need for the game will be carried out surveys among the users. The findings in the next game production shall be deemed to be an important reference material.

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Developing Social Play Evaluation Items for Preschool Children: A Delphi Study (학령전기 아동의 사회적 놀이 평가 문항 개발: 델파이 연구)

  • Lee, Sun-Hee;Jung, Min-Ye;Yoo, Eun-Young;Hong, Ickpyo;Kim, Jung-Ran;Park, Hae Yean
    • Therapeutic Science for Rehabilitation
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    • v.10 no.3
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    • pp.97-110
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    • 2021
  • Objective : This study aimed to develop evaluation items based on Parten's social play developmental stages to measure social play in preschool children. Methods : Through a literature review, the investigation items according to Parten's social play developmental stages were collected. Two Delphi surveys were conducted using 22 expert panels. An understanding of the contents of the preliminary items was determined via parents of preschool children. The evaluation method was established through an expert advisory meeting. Results : Through data collection and the Delphi survey, a total of 89 items were drawn, including 12 unoccupied behaviors, 7 onlooker behaviors, 14 solitary play, 16 parallel play, 17 associative play, and 23 cooperative play items. The average content validity ratio of the Delphi survey was 0.85. The stability was 0.15. The consensus was 0.78. The final preliminary evaluation items comprised a total of 40 items, including 17 for associative play and 23 for cooperative play. Conclusion : An evaluation items that can measure social play in preschool children was developed, and its content validity was verified. It is expected to be used as an evaluation tool in clinical practice.

Analysis of Korean Drama Viewing in Japanese Viewers -Effects of Historical Recognition with Korea and Japan- (일본 시청자의 한국 드라마 시청에 관한 연구 -한일 역사 인식에 따른 한국 드라마 시청 성과를 중심으로-)

  • Kim, Mi Sun;Yu, Sae Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.44-54
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    • 2014
  • This study explores the influence of viewing Korean TV drama on the Japanese attitude toward Korea. Especially this study focuses how Japanese's recognition about Korea and Japanese history influence the evaluation of Korean TV drama. This study conducts survey on 250 Japanese female viewers. As result, it was founded that the historical recognition of Japanese have positive effects on viewing evaluation and Korea national image. The findings suggests that the historical recognition with Korea and Japan worked a important factor for Korean dram flow. It is necessary to reconsider cultural-diplomatical policy to rectify the historial recognition.

Parallax Distortion Detection and Correction Method for Video Stitching by using LDPM Image Assessment (LDPM 영상 평가를 활용한 동영상 스티칭의 시차 왜곡 검출 및 정정 방법)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.685-697
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    • 2020
  • Immersive media videos, such as panorama and 360-degree videos, must provide a sense of realism as if the user visited the space in the video, so they should be able to represent the reality of the real world. However, in panorama and 360-degree videos, objects appear to overlap or disappear due to parallax between cameras, and such parallax distortion may interfere with immersion of the user's content. Accordingly, although many video stitching algorithms have been proposed to overcome parallax distortion, parallax distortion still occurs due to the low performance of the Object detection module and limitations of the Seam generation method. Therefore, this paper analyzes the limitations of the existing video stitching technology and proposes a method for detecting and correcting parallax distortion of video stitching using the LDPM (Local Differential Pixel Mean) image evaluation method that overcomes the limitations of the video stitching technique.

A Verification on the Effectiveness of Middle Managers' Emotional Leadership in Food Service Management Companies (위탁급식업체 중간관리자의 감성리더십 효과성 검증)

  • Kim, Hyun-Ah;Jung, Hyun-Young
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.36 no.4
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    • pp.488-498
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    • 2007
  • The purposes of this study were to: a) provide evidences concerning the effects of emotional leadership b) examine the impacts of emotional leadership on employee-related variables, 'job satisfaction', 'organizational commitment', 'organizational performance' and 'turnover intention', and c) identify a conceptual framework underlying emotional leadership. A survey was conducted from August 23 to November 3, 2005 to collect data from mid-level managers in food service company headquarters (N=219). Statistical analyses were completed using SPSS Win (12.0) for descriptive, reliability, factor and correlation analyses and AMOS (5.0) for confirmatory factor analysis and structural equation modeling. The main results of this study were as follows. First, the managers gave the highest point to their leaders in the emotional leadership competence 'organizational awareness : reading the currents, decision networks, and politics at the organizational level' and gave the lowest point in the emotional leadership competence 'influence: wielding effective tactics for persuasion'. Second, the means of job satisfaction was above the midpoint (3 points). Employees' job satisfaction with 'coworkers' was relatively high. However, the extents of satisfaction with 'payroll' 'promotion', and 'work environment' were relatively low. Third, the organizational commitment was above the midpoint (3 points). In the organizational commitment, 'loyalty' factor was higher than 'commitment' factor. Fourth, the means of organizational performance was above the midpoint. The highest organizational performance variable was 'internal efficiency; trying to reduce cost' and the lowest organizational performance variable was 'internal fairness ; equitable treatment and all are treated with respect with no regard to status and grade'. Fifth, most respondents intended on 'thinking of quitting ; towards turnover process'. Sixth, the test of hypothesis using structural equation modeling found that emotional leadership produced p[Isitive effects on job attitude and job performance. Emotional leadership enhanced job satisfaction and organizational commitment, and in turn, employees' attitude positive effects on organizational performance; emotional leadership also had a direct impact on organizational performance