• Title/Summary/Keyword: 상호작용 경험

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The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.212-224
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    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.

Fun-centered HCI -Investigating the concept of Fun in Human-Computer Interaction- (재미를 위한 HCI -HCI 관점에서의 재미있는 경험에 대한 개념적 연구-)

  • Yoon, Ji-Eun;Kim, Jin-Woo;Lee, In-Seong;Choi, Dong-Seong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.63-71
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    • 2006
  • For many years, the approach taken towards HCI(Human Computer Interaction) has focused on the usability of system and technology. Advances in computing and information technology has shifted the way people use and experience technology from merely using it to enjoying using it. But, there is a lack of theories to conceptualize fun and user fun experience, in the HCI. This paper describes an conceptual approach to "fun" and user's 'fun experience' in the interaction of technology. This paper defines "fun" as positive psychological energy which is produced by playing computer. And this paper provides characteristics of 'Fun experience', which are action mode, random order, free, and activated pleasant. This study provides insights into factors contributing to and influencing fun experiences and the relationships between them; symbol, newness, and vividness.

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Study on the Experience of Escaping from Prostitution of Sexual Traffic Victims (성매매피해여성의 탈성매매경험에 관한 연구)

  • Kim, Hae-Kyung;Gu, Cha-Soon
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.406-417
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    • 2017
  • The purpose of this study was to analyze an experience of sexual traffic victims and contribute for its formation of theory based on the results. A method of study was performed by using grounded theory method of Strauss and Corbin(1988). Through the results of study, one hundred and five concepts and thirty five subcategories and seventeen categories were deducted. 'destroy of mind and body' from the central phenomenon. The core category of experience of escaping from prostitution was presented by 'return of ordinary life recovered from destroy of life 'and the process of escaping from prostitution was presented in order of 'destroy of mind and body step', 'abandonment step', 'recovery of will step', 'challenge of adaption of ordianry life step'. In the study, it followed that an independent their own will of a sexually exploited women play an important role for a successful escaping from prostitution.

Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

Comparing Interaction Effects between Causal and Control Factors in College Students' Online Contact and Distribution of Sexually Explicit Material (대학생의 온라인상의 불법 성콘텐츠 접촉과 불법 성콘텐츠 유통의 원인요인과 통제요인의 상호작용효과 비교)

  • Lee, Seong-Sik;Lim, Hyeong Yeon;Shin, Ji-Min
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.465-476
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    • 2021
  • This study considers both causal and control factors for explaining both contact and distribution of sexually explicit material and tests their interaction effects for examining buffering effects of control factors in causal process. This study examines the effect of low self-control, differential association with peers and patriarchy family environmental factor as causal factors. It also considers three control factors such as morality. legal punishment, and lack of opportunity and test interaction effect between causal and control factors in both contact and distribution cases. Using data from college students in Seoul, results show that the effects of all causal factors are significant in both contact and distribution of sexually explicit material and the effect of differential association is the most significant. However, their interaction effects between causal and control factors are different across contact and distribution cases. In the contact case, all interaction effects are not significant. It means that causal factors have independent effects and control factors have no buffering effects. However, in the distribution case, the interaction effects between low self-control and morality, between differential association and morality, between patriarchy family and punishment, and between patriarchy family and lack of opportunity are significant. Empirical implications are discussed.

Affect and Cognition Interface in Aesthetic Experiences of Landscapes (경관의 미학적 경험에 있어서 감정과 인지의 상호작용)

  • 이영경
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.3
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    • pp.11-20
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    • 1992
  • 본 논문에서는 사람이 환경을 통해 경험하는 미학적 경험(aesthetic experience)을 체계화시킨 이론적 모델(a conceptual model of affect and cognition interface in aesthetic experiences of landscapes)이 간단히 소개 되며, 이 모델을 검증하기 위한 연구가 중점적으로 다루어진다. 제시된 모 델은 경관의 미학적 경험을 감정(affect)과 인지(cognition)와의 상호작용 (interface)으로 설명하고 있으며, 세 가지 요소(사람이 환경에 대하여 갖고 있는 목적 : tasks, 사람의 모든 과거경험에 근거한 지식일체 : schematic knowledge, 환경의 독특한 상황 : environmental situation)를 미학적 경험 의 주요인자로 제시한다. 이 모델을 검증하기 위한 연구에서는 앞에서 소 개된 미학적 경험의 세 가지 요소(사람의 목적, 지식, 환경상황)를 과학적 이고 계량적이고 처리할 수 있도록 세부요소로 분류정의 (operationalization)하였다. 구체적으로, 사람의 목적은 환경을 평가하는 세 가지 목적, 즉 경치평가(scenic beauty judgment), 들놀이 목적으로서의 평가(picnic preference judgment), 주거목적으로서의 평가(living preference judgment)로 분류되었고, 이 세 가지 환경평가는 미학적 경험의 지표로 사용되었다. 사람의 지식은 국적에 근거한 문화적인 지식(cultural schema : 한국인과 텍사스인)과 직업에 근거한 사회적인 지식(social schema : 농부, 비농부, 조경학과 학생)으로 분류되었으며, 환경상황은 환 경의 아름다움(beauty : 아름다운 경관과 아름답지않은 경관)과 환경의 의 미(meaning : 긍정적인 의미가 있는 한국경관, 긍정적인 의미가 없는 한국 경관, 긍정적인 의미가 있는 미국 텍사스경관)로 분류되었다. 연구결과를 보면, 이론적 모델에서 소개된 세 가지 요소들 (사람의 목적, 지식, 환경상 황) 모두가 경관의 미학적 경험에(경치평가, 들놀이 선호도, 주거지 선호 도) 중요한 역할을 하는 것으로 밝혀졌으며, 이 연구결과는 제시된 이론적 모델을 뒷받침하고 있다. 특히, 가장 흥미로운 연구결과를 요약하면 첫째, 사람의 문화적인 지식은 단독으로 미학적 경험에 영향을 주는 것이 아니라 다른 요소들(특히 사회적인 지식과 목적)과의 상호작용을 통해 미학적 경 험을 형성한다는 것으로 밝혀졌다. 둘째, 환경의 아름다움은 다른 세부요소 들(환경의 의미, 사람의 목적과 지식)보다 미학적 경험에 주는 영향이 큰 것으로 나타났으며, 모든 사람들에게 비슷한 미학적 경험을 발생시키는 것 이 밝혀졌다. 다시 말하면 모든 사람들은 그들의 문화적인 국적과 사회적 인 직업의 차이, 목적의 차이, 또한 환경의 의미의 차이에 상관없이 아름다 운 경관(High-beauty landscape)을 주거지나 나들이 장소로서 선호했으며, 아름답다고 평가했다. 반면에, 사람들이 갖고 있는 문화의 차이, 직업의 차 이, 목적의 차이, 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.

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User Evaluation of the Real-Time Mobile Learning System with Improved Student Instructor Interaction (개선된 학생 강사간의 상호작용을 지원하는 실시간 모바일 원격교육 시스템의 사용자 평가)

  • Hwang, Haedong;Lee, Jang Ho
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.562-565
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    • 2015
  • 최근 모바일 기기의 사용이 급증하면서 모바일 단말기를 기반으로 하는 모바일 원격교육 시스템이 연구되고 있다. 우리는 태블릿 기반의 실시간 원격교욱 시스템을 개발한 경험이 있다. 이 시스템은 학생이 실시간으로 강사의 강의를 보고 들으며 슬라이드 및 애노테이션을 볼 수 있게 해준다. 또한 이 시스템은 학생이 채팅기능을 통해 강사에게 질문을 허용함으로써 강사 학생간의 상호작용을 지원한다. 그러나 이 시스템은 학생들이 채팅창에 가상키보드를 통해서만 입력하는 것을 허용하였기 때문에 입력 속도가 떨어지고 편의성이 저하되는 문제점이 있었다. 따라서 본 연구에서는 채팅기능의 Speech to Text 기능을 추가하여 학생들의 음성입력을 지원하도록 시스템의 강사 학생간의 상호작용 부분을 개선하였다. 그리고 강사 학생간의 상호작용에 대한 사용자 평가를 통하여 개선된 시스템이 기존의 시스템에 비하여 입력 속도 및 편의성 면에서 어느 정도 개선되었음을 알 수 있었다.

Impact social networking service characteristics and audience' relationship experiences on the degree of acceptance (소셜네트워크서비스 특성과 수용자 관계성경험이 수용의도에 미치는 영향)

  • Joung, Jin-Tak
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.107-115
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    • 2017
  • This study examined the SNS Factors and user awareness evaluate the relationship affect the degree of acceptance SNS. Additionally, the effect on the SNS uses the social media attributes and user relationship was confirmed what the critical factors applied. Through literature analysis, SNS characteristic factors were selected to interactivity and exchange views and usability, and relationship factors were selected the flow and attachment orientation. And these factors and verified the effect on the SNS also acceptable. It was accomplished by a regression analysis to achieve the purpose of research. results were as follows. First, the interactivity and exchange of ideas and useful characteristics had a significant impact on the SNS acceptance. Second, SNS relationship characteristic of flow and attached propensity has had a significant impact on the SNS acceptance. Third, SNS relationship factors are more influential than the SNS features a great degree of acceptance. These results will provide suggestions for necessary to have any experience as well as SNS should emphasize what characteristics you want the communicator to accommodate the height of SNS also allows the use of SNS users.

The effect of Fear of Negative Evaluation on Social Interaction Anxiety -Mediating Effects of Self-Encouragement and Self-Discouragement- (부정적 평가에 대한 두려움이 사회적 상호작용 불안에 미치는 영향 -자기낙담과 자기격려의 매개효과-)

  • Kim, Hyun-Sug
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.475-486
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    • 2020
  • This study aims to discover the mediating effect of Self-Encouragement and Self-Discouragement on the Relationships between Fear of Negative Evaluation and Social Interaction Anxiety. A questionnaire was conducted on 319 university students and the data was analyzed with Pearson's correlation and regression. As a result, there was a positive correlation between Fear of Negative Evaluation and Social Interaction Anxiety. Also, Fear of Negative Evaluation and Social Interaction Anxiety were positively correlated with Self-Discouragement and negatively correlated with Self-Encouragement. Next, multiple regression showed that Self-Discouragement has a perfect mediating effect and Self-Encouragement has a partial mediating effect on the Relationship between Fear of Negative Evaluation and Social Interaction Anxiety. These results imply that counselee with Social Interaction Anxiety can be treated effectively by promoting self-encouragement.

Relation Analysis of High School Students' Abstract Thinking, Language Familiarity, and Academic Achievement on C and Scratch Program Understanding (C와 스크래치 프로그램 이해에 대한 고등학생의 추상적 사고, 언어친밀성, 학업성취도 관계 분석)

  • Park, Chan Jung;Hyun, Jung Suk;Jin, Heuiran;Jeong, Hyesun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.1-12
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    • 2015
  • In computer education area, abstract thinking has played a positive role in programming ability, and language experience has also affected the ability. However, most of the studies were empirical. The practical research about the relation analysis between abstract thinking and programming ability has rarely been performed. Among various types of programming abilities such as coding, debugging, and reading, this paper focused on program understanding. We analyzed the affection relation on program understanding and the interaction effect between abstract thinking level and language familiarity. We surveyed 376 high school students on their abstract thinking levels, language familiarity, academic achievement, and the program understanding abilities of C and Scratch. From the research, we knew that the abstract thinking level played an important role in understanding the iterative program for the male students. In addition, if the students had the experience on other programming languages before entering high schools, then there was an interaction effect between abstract thinking level and program language familiarity.