• Title/Summary/Keyword: 몰입평가

Search Result 301, Processing Time 0.022 seconds

A Study on the Motive and Evaluation of the Job for a Special Private Security Tasks (특수경비원의 직업선택동기와 직업평가에 관한 연구)

  • An, Hwang-Gwon
    • Korean Security Journal
    • /
    • no.12
    • /
    • pp.225-243
    • /
    • 2006
  • This study is focused on the relation in the motive and the evaluation for the job in a special private security field. The supplement of the outstanding human resources is one of most important matter to improve the private security industry. For it the applicant's motive and evaluation of whose quality should be screened to recruit proper and oustanding human resources into the industry. For the study the follow elements would be considered. First, What is the real motive to apply the job and how prospect on the job the applicant will be taken. Second, what is different point of view to the job between male and female. Third, what relationship is in achieving the job performance between the temporary motive and the planed motive. Forth, what effects are on the job satisfaction and the planed motive for the job. With the above elements the survey was taken based on each sex for the study and the results are out as below. a) Male is in higher than female in taking with unplaned job motive and for job satisfaction is much higher in 1-20 age range. b) In general, the expectation on the job is much higher than the current job status, the male are in the expextation on the job and the female are in the the current job status. c) The job satisfaction is on positive effect to the planed taken job but the unplaned taken job is on negative. From the Research the most concerning element on the recruiting new employee is applicant's positive attitude on the job he/she will be taken.

  • PDF

Explosion Casting: An Efficient Selection Method for Overlapped Virtual Objects in Immersive Virtual Environments (몰입 가상현실 환경에서 겹쳐진 가상객체들의 효율적인 선택을 위한 펼침 시각화를 통한 객체 선택 방법)

  • Oh, JuYoung;Lee, Jun
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.3
    • /
    • pp.11-18
    • /
    • 2018
  • To interact with a virtual object in immersive virtual environment, the target object should be selected quickly and accurately. Conventional 3D ray casting method using a direction of user's hand or head allows the user to select an object quickly. However, accuracy problem occurs when selecting an object using conventional methods among occlusion of objects. In this paper, we propose a region of interest based selection method that enables to select an object among occlusion of objects using a combination of gaze tracking and hand gesture recognition. When a user looks at a group of occlusion of objects, the proposed method recognizes user's gaze input, and then region of interest is set by gaze input. If the user wants to select an object among them, the user gives an activation hand gesture. Then, the proposed system relocates and visualizes all objects on a virtual active window. The user can select an object by a selecting hand gesture. Our experiment verified that the user can select an object correctly and accurately.

Study on Police Officer's Organizational Learning and Maximization Plan within Organization (경찰공무원의 조직학습과 조직내 극대화 방안에 관한 연구)

  • Park, Young-Jin;Cho, Cheol-Kyu;Kim, Pyong-Soo
    • Convergence Security Journal
    • /
    • v.14 no.6_2
    • /
    • pp.15-24
    • /
    • 2014
  • This research aimed at investigating the relation between police officer's organizational learning and organizational effectiveness based on hypothetical model about the influence of police officer's organizational learning on organizational effectiveness. In order to achieve this purpose, the researcher selected 163 police officers as the test group, who are in active service at Gwangju District Police Agency from July 14~August 15, 2013. As the sampling method, the researcher used random sampling method and conducted a survey based on self-administrated method, and the finally analyzed data was analyzed through SPSS for Win Version 17.0 statistical program. The research results are as follows. First, it was comprehended that police officer's higher level of organizational learning influenced organizational commitment more, lower factor of organizational effectiveness, significantly. Second, it was analyzed that police officer's learning ability significantly influenced job satisfaction, lower factor of organizational effectiveness, besides organizational commitment.

A Study on the Effect of Small Maufacturing Businesses' Company Culture on Organizational Performance (중소제조업의 기업문화가 조직성과에 미치는 영향에 관한 연구)

  • Kim, Young Il;Kim, Kwang Su;Kim, Ki Wan;Lim, Sang Ho
    • Industry Promotion Research
    • /
    • v.1 no.2
    • /
    • pp.27-32
    • /
    • 2016
  • This study analyzed the effect of small maufacturing businesses' company culture on organizational performance. The study results showed that personal culture(one's organizational commitment) positively affected job satisfaction and improving creativity. Organizational culture(harmony of organization) and environmental culture(importance of environmental factors) didn't significantly affected organizational perfirmance. Also, organizational commitment was varied by employee's position, harmony of organization was varied by age, education and continuous service year, job satisfaction and creativity was varied by education. This study provided implications for analyzing the importance of personal organizational environmental factors and dicovering individual diffrences of the employees.

Analysis of Gaze Related to Cooperation, Competition and Focus Levels (협력, 경쟁, 집중 수준에 따른 시선 분석)

  • Cho, Ji Eun;Lee, Dong Won;Park, MinJi;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.9
    • /
    • pp.281-291
    • /
    • 2017
  • Emotional interaction in virtual reality is necessary of social communication. However, social emotion has been tried to be less recognized quantitatively. This study was to determined social gaze of emotion in business domain. 417 emotion words were collected and 16 emotion words were selected to Goodness of Fit. Emotion word were mapped into 2 dimensional space through multidimensional scaling analysis. Then, X axis defined dimensions of cooperation, competition, and Y axis of low focus and high focus through the FGD. 52 subjects were presented to stimuli for emotion and gaze movement data were collected. Independent t-test results showed that the gaze factor increased in the face, eye, and nose areas at cooperation, and the gaze factor increased in the right face and nose areas at the low focus. It is expected that this will be used as a basic research to evaluate emotions needed in business environment in virtual space.

A Study on the User Experiences of the Animal Crossing

  • Joo, Yeon-Ji;Kang, Hyun-Woong;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.2
    • /
    • pp.71-80
    • /
    • 2022
  • Using the TAM, this study investigates the impact of Perceived Usefulness(PU), Perceived Ease of Use(PEOU) of the Animal-Crossing users on game satisfaction(DOS), immersion(DOI), and the relationship between user's attitude and intention through the google online survey. The decorative elements of the game generate a healing effect and more than half of the survey participants share game activities with the online community in terms of PU. In the case of PEOU, the survey participants positively evaluate the technological advancement such as graphics and sounds of the game. In addition, both high degree of satisfaction and immersion in the game have significant correlations with the intention for replaying the game and intention for recommending the game to others.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
    • /
    • v.9 no.3
    • /
    • pp.155-161
    • /
    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

Evaluating User Experience of Smart Television Using Emotional Representation Language (감정표현어를 이용한 스마트TV의 사용자경험 평가)

  • Byun, Dae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.132-141
    • /
    • 2015
  • Smart television(TV) is replacing the traditional television model and the importance of user experience(UX) is rising. User experience evaluates the emotion state of users such as immersion, pleasure, and interest. User experience together with usability is a principle to be considered as for designing a smart television. It contributes to improve user satisfaction and lead to the long-term purchase. User experience is more difficult to measure than usability, because UX evaluation requires to biological and psychological techniques. However, the disadvantages of these physiological and psychological techniques require high experimental costs and the restriction of experimental environment. The objective of this paper is first to review conventional methods regarding UX evaluation and suggests a new method for measuring the UX of smart TV which detects keywords related emotional representation. The text is acquired from purchase postscripts of smart TV in the Internet shopping malls. This method costs less than the questionnaire survey to detect emotion.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
    • /
    • v.9 no.2
    • /
    • pp.61-68
    • /
    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

A Study on Distance Estimation in Virtual Space According to Change of Resolution of Static and Dynamic Image (가상현실공간에서 정적 및 동적 이미지의 해상도 변화에 따른 거리추정에 관한 연구)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.3
    • /
    • pp.109-119
    • /
    • 2011
  • The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.