• Title/Summary/Keyword: 몰입평가

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Development of Emotional Expression Assessment System and a Clinical Pilot Test (감정표현 평가 시스템 개발 및 실험적 적용)

  • Han, Ki-Wan;Kim, Kwang-Uk;Ku, Jeong-Hun;Jang, Hee-Jeong;Park, Jun-Young;Kim, In-Young;Kim, Jae-Jin;Kim, Chan-Hyung;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1099-1106
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    • 2006
  • 정신질환자들은 자기감정을 표현하는 능력의 결손을 보인다. 이러한 자기 감정표현기술은 정신질환자들을 위한 사회기술훈련 (Social Skill Training) 과정 중 하나로서 정상적인 사회생활로의 복귀를 위해 반드시 필요하다. 지금까지의 자기감정표현 훈련 및 평가 방법은 치료자 능력의 차이에 따른 주관적 판단이 개입될 수 있다는 문제점을 가지고 있다. 가상현실 (Virtual Reality)은 컴퓨터를 이용한 최신의 방법으로, 최근 자폐증이나 공포증 등의 정신질환 분야에도 적용되고 있다. VR 을 사용하면 상호작용을 할 수 있고, 다양한 환경과 자극을 제시할 수 있으며, 3 차원 랜더링을 통해 몰입감을 제공할 수 있다. 또한 저장된 파라미터들을 바탕으로 객관적 판단을 할 수 있는 기준을 제시할 수 있으며, 안전하고 시간과 공간적 제약이 적은 환경 내에서 과제를 수행할 수 있다. 이에 본 연구에서는 자기감정표현기술의 객관적 평가를 위한 가상현실 시스템을 개발하고 정신분열증 환자와 정상인을 대상으로 실험을 진행하였다. 가상현실은 크게 긍정적 상황과 부정적 상황으로 이루어 지는데 집, 카페, 빵집, 길거리 등 다양한 환경에서 가족, 친구, 직장동료 등의 아바타가 실험 참가자에게 말을 건네고 참가자는 적절한 시기에 자신의 감정표현을 하도록 구성하였다. 실험을 하면서 정서 (긍정적 상황 Vs. 부정적 상황)에 따른 자기감정표현에 대한 파라미터로서 아바타가 말하는 동안 참가자가 아바타의 말에 주목을 하는 정도 (아바타가 말하는 동안 참가자가 아바타의 얼굴을 쳐다보는 시간)와 자기감정을 표현을 하는 시간 (아바타의 말이 끝난 후 감정표현을 시작하는 시간과 감정표현시간)과 상대방 아바타를 주목하는 정도 (참가자가 자기감정을 표현하는 중 아바타를 쳐다보는 시간) 등을 측정하였다. 측정결과 정상인이 정신분열병 환자에 비해 아바타를 주목하는 시간이나 자기감정표현을 하는 시간이 더 긴 경향이 있었다. 또한 부정적 상황에서 정신분열병 환자와 정상인 모두가 긍정적 상황에 비해 말하는 아바타에 더 잘 주목하였고, 자기감정을 표현하는 시간도 더 긴 것을 확인 하였다. 따라서 본 연구에서 도출된 파라미터는 실험 참가자의 자기감정표현의 정도를 객관적으로 나타낼 수 있을 것으로 생각된다. 또한 정신분열병 환자의 자기 감정표현능력을 측정하는 도구로 사용될 수 있을 것으로 생각된다.

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The Impact of Brand Prestige on Patrons' Perception of Well-Being, Favorable Inequity, Affective Commitment, and Dedicational Behaviors in Luxury Restaurants: The Moderating Role of Brand Consciousness (럭셔리 레스토랑의 브랜드 명품화가 고객의 웰빙 지각도, 호의적 평가, 정서적 몰입 및 헌신적인 행위에 미치는 영향에 관한 연구: 브랜드 의식도의 조절 효과)

  • Hyun, Sung-Hyup;Hwang, Jin-Soo;Lee, Sang-Ho
    • Journal of the East Asian Society of Dietary Life
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    • v.21 no.3
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    • pp.438-450
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    • 2011
  • The purpose of this research was to investigate the impact of brand prestige on luxury marketing variables (patrons' perception of well-being, favorable inequity, affective commitment, and dedicational behaviors) in the luxury restaurant industry. Based on a thorough literature review, the clear definitions of each construct were established and theoretical causal relationships between the seven constructs were proposed (brand prestige, perception of well-being, favorable inequity, affective commitment, enhancement, advocacy, and brand consciousness). During this process, the moderating role of brand consciousness was also suggested. Integrating the proposed theoretical hypotheses, a structural model was created. This model was tested using the data collected from 527 luxury restaurant patrons in the United States. Data analysis revealed that brand prestige is a key determinant of favorable inequity and patrons' perception of well-being, thereby inducing two types of dedicational behaviors (enhancement and advocacy). More importantly, during this process, brand consciousness played a moderating role in the relationship between brand prestige and patrons' perception of well-being. Based on the data analysis results, the theoretical/practical implications were discussed.

Development of Management and Evaluation System for Realistic Virtual Reality Field Training Exercise Contents : A Case Study (실감형 가상현실 실전훈련 콘텐츠를 위한 관리 평가 시스템 개발 사례연구)

  • Kim, J.;Park, D.;Lee, P.;Cho, J.;Yoon, S.H.;Park, S.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.111-121
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    • 2020
  • Realistic training contents utilizing intensive immersion of virtual reality are being used in various fields such as industry, education, and medical care. High-risk, high-cost education training, in particular, is difficult to conduct in reality, but it can be applied with the latest virtual reality technology that enhances educational effectiveness by efficiently and safely experiencing it in an environment similar to reality. This study introduces a management system that systematically manages realistic virtual training contents and visualizes training results in schematic pictures based on defined evaluation elements. The management system can store the information generated from the content in the database and manage the training records of each trainee in a practical way. In addition, a content-based scenario can be created in multiple scenarios by setting training goals, number of participants, and methods for applying evaluation elements. This paper describes the management system's production method and the results based on the virtual reality training content as an application example.

Developing VR-based Sailor Training Platform Authoring Tool (가상현실 기반 선원 훈련 플랫폼 저작도구 개발)

  • Jung, Jinki;Lee, Hyeopwoo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2016.05a
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    • pp.181-185
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    • 2016
  • In this paper we propose a VR-based Sailor Training Platform Authoring Tool which efficiently trains sailors in immersive ways. Proposed authoring tool consists of virtual environment reconstruction that imports real ship indoor environment into virtual environment and script editing which is able to implement various scenarios in emergency based on just drag-and-drop interface. The aim of importing real ship environment and supporting various VR devices is to enhance immersiveness and training so that trainees can deal with serious emergency events. Also the usefulness of the interface enables to reduce the cost of making training materials. Throughout scenario editing interface, the proposed authoring tool supports the editing of multi-user scenario and setting individual task for the evaluation.

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A Navigation Algorithm using a Locomotion Interface with Programmable Foot Platforms for Realistic Virtual Walking (실감의 가상 걸음을 위한 발판타입 이동인터페이스의 네비게이션 알고리즘)

  • Yoon, Jung-Won;Ryu, Je-Ha
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.6
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    • pp.358-366
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    • 2006
  • This paper describes a novel navigation algorithm using a locomotion interface with two 6-DOF programmable foot platforms. When a human walks on the locomotion interface (LI), the walking motions of the human are recognized by several sensors. Then, the sensed information is used by the LI for generation of infinite surfaces for continuous walking and the virtual environments for scene update according to motions of the human walking. The suggested novel navigation system can induce user's real walking and generate realistic visual feedback during navigation. A novel navigation algorithm is suggested to allow natural navigation in virtual environments by utilizing conditions of normal gait analysis. For realistic visual feedback, the virtual environment is designed with three components; 3D object modeler for buildings and terrains, scene manager and communication manager component. From experiments, the subjects were satisfied with the reality of the suggested navigation algorithm using the locomotion interface. Therefore, the suggested navigation system can allow a user to explore into various virtual terrains with real walking and realistic visual feedback.

A Patellar Surgery Haptic Simulator for Veterinary Training (수의학 훈련을 위한 슬개골 수술 햅틱 시뮬레이터)

  • Lee, Jun;Eom, KiDong;Seo, Anna
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.1
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    • pp.1-6
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    • 2020
  • Patella surgery of small animal is an important veterinary surgery that the veterinarian should saw and drill the dislocated patella in order to fix the corrected position. However, the animal protection laws restrict the veterinarian students' chances for the practice and training of the patella surgery. This paper proposed a haptic based patella surgery simulator for veterinarian students. We modelled force feedback methods in order to provide best similar haptic feedbacks to the real drilling feedbacks in the patella surgery. The proposed patella drilling simulator provides haptic interface as a drill and a workbench in order to provide best surgery experiences. We conducted the performance evaluations in order to prove usability of the proposed patella surgery interface.

Analysis of the Impact of Motion Recognition Sensor on Mobile Game by Compare Valuation Experiment (비교평가 실험으로 동작인식센서가 모바일게임에 미치는 영향분석)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.63-72
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    • 2009
  • I-phone presented a new mobile control type by the introducing motion recognition sensor and that influenced on game application development so that led a lot of games using kinds of sensors. In this paper, we divided the game enjoyment into 5 factors for the embodiment of the sensor's influence direction on the enjoyment. We experimented two game, which have same content, different devices in using motion recognition sensor or not for clarifying the distinction between devices. As a experiment source game, we used Cooking Mama, as a experimental device, we used I-pod touch and NDS. This experiment shows a motion recognition sensor control's enjoyment is far superior to touch sensor. This sensor got high marks on every fun factors, stimulus, absorption, empathy, accomplishment and variation. Especially, stimulus and empathy showed great differences. In this case, we found the fact that extended communication between the gamer and the device can be fun.

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Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.

The Study of Dependence on Sportswear and the Effects of Wearing Sportswear (스포츠웨어에 대한 의존성과 착용효과에 관한 연구)

  • Park, Soozin;Ahn, Minyoung;Lee, Yuri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.1
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    • pp.77-90
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    • 2015
  • When enjoying sports activities with friends or others, sportswear has symbolic meanings to express and expect self-concept. Sports players sometimes have trouble when they feel embarrassed by their low skills or care about other people too much. Therefore, researchers tried to find out which feature of sports players affects dependence on brand sportswear along with the effect of wearing conspicuous sportswear on wearer when sports players have a conflict based on Solomon's symbolic interactionism. We proposed that role knowledge and attention to social comparison information (ATSCI) influenced people to depend on and use brand sportswear that influences a reflexive evaluation. Finally, we suggested that a changed self-concept would exert influence commitment to sports. A quantitative study was conducted employing an online survey of 121 people by convenient sampling. In this process, Google Docs was to create the online survey and to collect responses by participants. In data processing, via SPSS 21.0 version for Windows, exploratory factor analysis, Cronbach's ${\alpha}$, ANOVA, t-test, discriminant and regression analysis were conducted to study the relationship between variables. The finding provided evidence that low role knowledge and high ATSCI create high dependence on brand sportswear and influence people to buy sportswear. When people bought and wore a brand sportswear, they evaluated themselves as professional sports players who were more committed to sports. This study confirmed that brand sportswear was useful for sport players to change self-evaluation and enjoy sports.

A Study of Employee engagement on Hexagon Leadership (핵사곤 리더십이 종업원 인게이지먼트에 미치는 영향)

  • Kim, Jinwook;Chang, Youngchul;Jee, Cheoulgyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1699-1708
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    • 2013
  • A Korean Retail Company 'Homeplus' has accomplished great growth in a short period. The main factor behind it, which is Hexagon leadership, is based on the manager's experience and management philosophy. It focuses on leaders and the ability to build basic traits of leaders. The main points are organization managing foundations such as people, work, performance, management, facilitation, training and growth. It also includes specific analysis that are applicable right away on success, failure, efficiency and effectiveness of management. The important factor for hexagon leadership is that it focuses on traits of leaders than the skills. Through training, the members of the organization can internalize the six fundamentals, which create a synergy when performed together. Positive results can be found from 'Viewpoint', which is the evaluation method of the Homeplus.