• Title/Summary/Keyword: 몰입평가

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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.

The Effect of Matching between Odor and Color on Video Reality and Sense of Immersion (향과 색의 어울림이 영상 실감과 몰입감에 미치는 효과)

  • Lee, Guk-Hee;Li, Hyung-Chul O.;Bang, Dongmin;Ahn, ChungHyun;Ki, MyungSeok;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.877-895
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    • 2014
  • It is common sense that providing specific odor can increase the video reality when video scene has an object having specific odor. However, people still do not know how to increase video reality and emotional immersion when there is no information on specific odor in the scene. So, present study explores how we improve video reality and immersion when the scene has no concrete odor information from some objects. Especially, this research focuses on diverse previous studies about matching between odor and color and then we expect providing odor can increase video reality if the odor is well-matched with the video's color. To do this, we collected 48 odors and investigated which color was well-matched with each odor. As a result, we get 5 odors which had clearly well-matched colors and decide ill-matched colors of those 5 odors as complementary colors of well-matched colors (Experiment 1). After that, we organize 3 conditions such as coloring image and video clip with well-matched color (color-odor match condition), coloring those with ill-matched color (color-odor mismatch condition), and coloring those with achromatic color by removing color saturation (color-odor neutral condition). Under each of these three conditions, image-odor matching, increment of reality with the odor, increment of immersion with the odor, and odor preference are asked (Experiment 2; 3). The results showed that the scores of all 4 questions in color-odor match condition were higher than color-odor mismatch condition and neutral condition. These results mean that providing matching odor with the scene's color in video is very effective to increase video reality and immersion. We expect experiencing better reality and immersion with olfactory information by adding various future research.

A Study of Perception of Media Characteristics: Focused on Developing MAIX(Media Advertising Impact Index) model (매체 속성 평가에 따른 매체가치 비교 연구: 매체 광고 영향력 지수(MAIX: Media Advertising Impact Index) 개발을 중심으로)

  • Lee, Hui-Jun;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.27 no.3
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    • pp.113-139
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    • 2016
  • The purpose of this study was to investigate perception of media characteristics inorder to provide a theoretical background for the media mix strategy. Considering the qualitative-vale of each medium, this study conducted a survey consisting of 60 academic and advertising industry experts to examine how they perceive and evaluate the characteristics of TV, radio, newspaper, OOH, Internet, mobile, and digital signage in terms of media effectiveness. The results, first, show that 'media engagement', 'effective reach', and 'behavioral targeting' are three most important indices to assess the media effectiveness. Second, the Internet was best evaluated in its various aspects according to the MAIX model, which gauges the effectiveness of each advertising medium. The study also proved that each advertising medium has unique advantages so that each medium should adopt a strategic positioning to differentiate it from other media. As such, this study provides meaningful evidences to understand the various characteristics and competitive value of advertising media and useful guidelines for media planning.

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.45-58
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    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.

The Influence of an Aesthetically Appealing Product on the Using Time, Flow, and Recall Memory (제품의 심미성이 제품의 사용시간, 몰입도, 정보 기억도에 미치는 영향)

  • Lee, Jae-Hwa;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.257-270
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    • 2008
  • Three experiments were carried out in order to determine whether users have longer using time, better recall of product information, and flow in an aesthetically appealing product (media player) in products offering good usability. For the experiment, fourteen emotional words were employed which were made up of 8 aesthetic and 6 usability words. In a preliminary experiment, the subjects freely used three media players and selected emotional words by a 7-point likert scale to distinguish a group of similar usability value and another group contrary to the other in aesthetic and usability value. (N=18) In the main experiment, it was hypothesized that users use more and have more flow and recalled information in the case of the aesthetically appealing product. Therefore, in the main experiment, we measured how much time subjects spent using the product and asked them to make an assumption regarding the time spent by the group that has the same usability value. We then examined the time they spent and the gap between the actual and estimated time. We also calculated the amount of menu information recalled via a questionnaire. In the last experiment, we selected the group of products contrary to each other in aesthetic and usability value and assessed the differences in using time, recall of product information, and flow. (N=18) The empirical results provide evidence that aesthetically appealing products are associated with greater flow and recall of product information than other products, thus supporting the hypothesis. In addition, it was found that there is a positive correlation between the aesthetically appealing product and flow index as well as with recalled information.

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Influence of Service Environments on Service Quality, Social Interaction, and Emotional Commitment -Moderating Effects of OSL and Social Appropriateness- (서비스 환경이 서비스 품질과 사회적 상호작용, 그리고 정서적 몰입에 미치는 영향 -최적자극수준과 사회적 적합성향의 조절효과-)

  • Peng, Peng;Jeong, Yong-Gil
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.390-400
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    • 2012
  • The satisfaction of customers, who are in a servicescape, will be subject to many environmental stimulations. In particularly, the servicescapes of the store and the customer characteristics are important factors that affecting the emotional commitment of consumers. In this study, the servicescape that consumers evaluated can be divided into physical and social factors. Furthermore, how these factors can affect the emotional commitment through perceived service quality and social interaction will be studied as well. In addition, the moderating effects of the individual characteristics at the perception of servicescape, such as optimum stimulation level and social appropriateness will be studied together. The results show that the physical factor of servicescape is one of the most important elements that affect "emotional commitment" and under this process; the perceived service quality is performed as a parameter. Besides, the social factor of servicescape, such as the other customer and companion affect can also affect emotional commitment through social interaction. On the other hand, through the analysis of optimum stimulation level and social appropriateness, we found that the higher the social appropriateness, the greater the effect of servicescape. Overall, in order to enhance the customer's emotional commitment, we must build high quality servicescape, meanwhile; the management of other customers and the companion are needed at the same time.

Learning Flow and Fatigue by Circadian Rhythms in College Students (일주기 리듬에 따른 대학생의 학습몰입과 피로)

  • Park, Soonjoo;Kim, Su-In;Nam, Ga-Hyeon;Sung, Je-Hee;Lee, Ju-Won;Cho, Eun-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.319-328
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    • 2014
  • The purpose of this study was to investigate circadian rhythms, learning flow, and fatigue of college students. The differences in learning flow and fatigue according to the type of circadian rhythms were also examined. The study used a descriptive survey research design. The convenience sample consisted of 224 college students from five universities. The data were collected from May to June in 2013 using the following instruments: Morningness-Eveningness Questionnaire-Korean (MEQ-K), Flow State Scale, and Fatigue Assessment Inventory. The participants in the study were mostly put in neither-type (51.8%), and only 4.0% in morning-type. The morning-type students had higher learning flow scores and lower fatigue scores than the night-type students. The types of circadian rhythms measured by MEQ-K were compared to the subjective types of circadian rhythm which was based on the participants' self evaluation. There was a difference in the measured type and the subjective type in 32.1% of the participants. The findings of this study suggest that an intervention program to help college students accurately recognize their circadian rhythms might be effective in improving learning flow and decreasing fatigue.

Congruence in Leader and Follower Perceptions of Leader-Member Exchange: Relationships with Organizational Commitment and Perceptions of Organizational Politics (리더-구성원 교환관계에 대한 리더와 구성원 지각의 정합성: 조직정치지각과 정서적 조직몰입의 관계를 중심으로)

  • Park, Jae-Chun
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.240-252
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    • 2016
  • The purposes of this paper examines the extant to which congruence in leader and follower rating of LMX quality is related to organizational commitment, and perceptions of organizational politics(POPs). A conceptual model is introduced that identifies four combinations of leader and follower LMX ratings of Cogliser et al.(2009): balanced/low LMX(low leader and follower LMX), balanced/high LMX(high leader and follower LMX), follower overestimation(low leader LMX/high follower LMX), follower underestimation(high leader LMX/low follower LMX). The summary of results based on a sample of 236 matched pairs of leaders and followers in KOREA is as follows: First, balanced/high LMX and follower overestimation were associated with relatively high levels of affective organizational commitment, and perceptions of organizational politics. However, follower underestimation and balanced/low LMX was related to low levels of follower outcomes. In particular, follower underestimation and balanced/low LMX were significantly different from balanced/high LMX and follower overestimation. Second, perceptions of organizational politics was negatively related to affective organizational commitment in the four LMX relationship types. Especially, the negative relationship between POPs and organizational commitment was stronger for people who are low as compared with high in LMX quality. Theoretical and practical implications of our findings as well as directions for future research are provided.

A study on Portable Game's Storytelling based on humor (유머 요소를 적용한 휴대용 게임의 스토리텔링 양상 연구 -닌텐도 DS Lite 타이틀을 중심으로-)

  • Jung, Da-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1272-1278
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    • 2009
  • Titles of Nintendo DS are frequently use humor to help users fall in short time. Among many humor element, many titles use exaggeration. It is because 'exaggeration' is the best instrument to make users understand humor without complex cognitive process. Therefore, portable game using humor storytelling as a strategy for attracting various people.

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Virtual Reality based Situation Immersive English Dialogue Learning System (가상현실 기반 상황몰입형 영어 대화 학습 시스템)

  • Kim, Jin-Won;Park, Seung-Jin;Min, Ga-Young;Lee, Keon-Myung
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.245-251
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    • 2017
  • This presents an English conversation training system with which learners train their conversation skills in English, which makes them converse with native speaker characters in a virtual reality environment with voice. The proposed system allows the learners to talk with multiple native speaker characters in varous scenarios in the virtual reality environment. It recongizes voices spoken by the learners and generates voices by a speech synthesis method. The interaction with characters in the virtual reality environment in voice makes the learners immerged in the conversation situations. The scoring system which evaluates the learner's pronunciation provides the positive feedback for the learners to get engaged in the learning context.