• Title/Summary/Keyword: 인지몰입

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A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

A Study on the Reality of Interactive Documentary : Focusing on (인터렉티브 다큐멘터리의 리얼리티에 관한 연구 : <마리보시위>를 중심으로)

  • Shi, Yu;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.332-343
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    • 2021
  • This study shows that reality in interactive documentaries can be distinguished between narrative reality and visual reality, which can be defined as a feature of reality-based interactive documentaries. This study reveals the visual reality in that all audiences who visually watched "The Maribor Uprisings" were immersed in the movie presented by the producer, and thus sympathized with the problems of non-violent protests and social conflicts through two-way communication between the audience and the actors. This study also confirms that epic reality in that it can selectively participate in the narrative of movies through questions about democracy in action. Besides, this study finds that the reality expressed in the interactive documentary deepens the audience's 'immersion', showing that the direction of the narrative can be determined by reflecting the opinions of the audience on an event or narrative of the movie. In this process, the audience was found to have the characteristics of being able to recognize and rediscover events in the movie as if they were close to them.

Image Stitching focused on Priority Object using Deep Learning based Object Detection (딥러닝 기반 사물 검출을 활용한 우선순위 사물 중심의 영상 스티칭)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.882-897
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    • 2020
  • Recently, the use of immersive media contents representing Panorama and 360° video is increasing. Since the viewing angle is limited to generate the content through a general camera, image stitching is mainly used to combine images taken with multiple cameras into one image having a wide field of view. However, if the parallax between the cameras is large, parallax distortion may occur in the stitched image, which disturbs the user's content immersion, thus an image stitching overcoming parallax distortion is required. The existing Seam Optimization based image stitching method to overcome parallax distortion uses energy function or object segment information to reflect the location information of objects, but the initial seam generation location, background information, performance of the object detector, and placement of objects may limit application. Therefore, in this paper, we propose an image stitching method that can overcome the limitations of the existing method by adding a weight value set differently according to the type of object to the energy value using object detection based on deep learning.

Non-verbal Emotional Expressions for Social Presence of Chatbot Interface (챗봇의 사회적 현존감을 위한 비언어적 감정 표현 방식)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.1-11
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    • 2021
  • The users of a chatbot messenger can be better engaged in the conversation if they feel intimacy with the chatbot. This can be achieved by the chatbot's effective expressions of human emotions to chatbot users. Thus motivated, this study aims to identify the appropriate emotional expressions of a chatbot that make people feel the social presence of the chatbot. In the background research, we obtained that facial expression is the most effective way of emotions and movement is important for relationship emersion. In a survey, we prepared moving text, moving gestures, and still emoticon that represent five emotions such as happiness, sadness, surprise, fear, and anger. Then, we asked the best way for them to feel social presence with a chatbot in each emotion. We found that, for an arousal and pleasant emotion such as 'happiness', people prefer moving gesture and text most while for unpleasant emotions such as 'sadness' and 'anger', people prefer emoticons. Lastly, for the neutral emotions such as 'surprise' and 'fear', people tend to select moving text that delivers clear meaning. We expect that this results of the study are useful for developing emotional chatbots that enable more effective conversations with users.

Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

Influences of Job Training upon Military Morale and Organizational Performance (직무교육이 군의 사기 및 조직성과에 미치는 영향)

  • Lee, Sung Choon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.141-150
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    • 2017
  • This paper reviewed the awareness of the military personnel as to job training executed in the Korean army and to figure out how this job training affects the military morale and organizational performance. For this study, 220 volunteers were surveyed and analyzed using the SPSS statistical package program. As a result of the analysis, the following conclusion could be drawn. First, in the result of analysis on the status of-the-job education, the educational time marked 49.5% for 2-4 hours, the education of job capability development marked 77.7% for the content of education, and the charged instructor of job training marked 56.8% for the education department. Second, in the result of an analysis of job training on military morale, the recognition level of behavioral dimension increased with increasing participants' independence, and the satisfaction with the cognitive dimension increased with increasing participants' independence, continuous learning culture, and educational level. Moreover, the emotional score increased with increasing learning culture and educational level. Third, an analysis of the influences of job training on the organizational performance showed thatthe degree of job satisfaction increased with increasing learning motive and learning culture, and the organizational commitment increased with increasing instructor's quality. Fourth, regarding the influences of military morale upon the organizational performance, the higher job satisfaction and organizational commitment increased with increasing behavioral, cognitive, and emotional dimension. Therefore, military morale improves organizational performance and is an important factor in inducing individual development.

Relationship between Organizational Culture, Organizational Trust and Organizational Performance of Special Guard Organization (특수경비조직의 조직문화와 조직신뢰 및 조직성과의 관계)

  • Kim, Hyo-Joon
    • Korean Security Journal
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    • no.29
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    • pp.59-86
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    • 2011
  • The purpose of this study is to investigate the relationship between organizational culture, organizational trust and organizational performance of special guard organization. This study had selected special guards from 4 different private guard companies which are in Seoul area on March 2011. Using Judgement Sampling, 161 samples were drawn for the use of final analysis. Questionnaire used in this study was consisted of the total 42 question, and executed frequency analysis, factor analysis, reliability analysis, correlation analysis, multiple regression analysis, path analysis by SPSSWIN 18.0. The Cronbach's ${\alpha}$ value which represents the reliability of the survey came out to be over .592. The results are following: First, the organizational culture of special guard organization affects organizational trust. That is, when a developmental, reasonable, consensual and hierarchical culture is activated, cognitive emotional and behavioral trust is increased. Second, organizational culture of special guard organization affects organizational performance. That is, when a reasonable and consensual culture is activated, job-satisfaction becomes higher. On the other hand, when a developmental, reasonable and hierarchical culture is activated, organizational flow becomes higher. Third, organizational trust of special guard organization affects organizational performance. That is, when a cognitive emotional and behavioral trust works highly, job-satisfaction and organizational flow is increased. Fourth, Special security organization's organizational culture affects as a result in organization result. As well as organizational culture exerts direct influence on organization outcome, I exert effect that is indirect in organization outcome through action trust which is low rank factor of organization trust.

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A study on the Relationship between the Degree of Awareness on Low Carbon Green Growth and the Organizational Commitment Focused on the Traditional Retailers (전통시장 상인들의 저탄소 녹색성장에 대한 인식과 조직몰입의 관계에 대한 연구)

  • Yang, Hoe-Chang;Kim, Sung-Il;Park, Young-Ho;Lee, Shang-Nam
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.37-46
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    • 2011
  • Since the Korean retail industry was made accessible to the big conglomerates and foreign retail companies, local traditional markets have faced serious problems. To sustain the local traditional markets' survival, the Korean government established various remedial policies for addressing, and many scholars published articles to suggest how to find solutions to, the problem. Unfortunately, the results have not been satisfactory. The purpose of this study is to find another way to help the Korean traditional retail market, from the view point of the Green Growth Policy, an initiative designed to address environmentally balanced economic growth in Korea. In order to survive and to maintain sustainable growth, it is incumbent upon retailers in the traditional market to understand the concept of the Green Growth Policy. A survey was conducted as a means of testing the degree of awareness of the Green Growth Policy, as well as determining the relationship between the degree of awareness and the degree of organizational commitment by the retailers in the local traditional markets. Interestingly, we were able to detect some of the features (e.g., they were distinguished by the elderly and the young, as well as low level of education and high level of education) in the traditional market retailers' demographic characteristics. We utilized the analysis of variance (ANOVA) statistical method to simultaneously compare the differences in retailers' demographic characteristics; the results were as follows: Overall, the results showed that the awareness of the Green Growth Policy, the degree of trust in the government's policy, levels of self-efficacy, and levels of organizational commitment were higher with the older traditional market retailers than the younger traditional market retailers. Specifically, the degree of trust in government policies (F=9.964,p < .05), levels of self-efficacy (F=5.532,p < .05), and levels of organizational commitment (F=5.697,p < .05) were statistically significant. Moreover, in the portion of the study that addressed the difference between education levels, all the variables were averaged in the higher education category of the traditional market retailers. Specifically, awareness levels of the Green Growth Policy (F=8.564,p < .005) and levels of self-efficacy (F=6.754,p < .005) were statistically significant. These results revealed that the traditional market retailers' demographic characteristics should be considered important factors in order to realize their policy. The results of the study showed the following: 1) The degree of awareness of the government's Green Growth Policy was statistically significant as it related to traditional market retailers' organizational commitment. 2) The degree of trust of the government's policy was significantly moderated between the awareness of the government's Green Growth Policy and the traditional market retailers' organizational commitment. This result demonstrates that the traditional market retailers' awareness of the government's Green Growth Policy will show more organizational commitment with higher levels of trust of the government's policy. 3) It also revealed that traditional market retailers' self-efficacy was fully mediated between the awareness of the Green Growth Policy of the government and traditional market retailers' organizational commitment. The results suggest that the government should show an interest in showing traditional market retailers how to enhance their traditional markets. Implications and future research directions are also discussed.

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Research on the Relationship between the Service Quality and Customer Loyalty of the Hair Beauty Industry for the Silver Generation : With a Focus on Relationship Quality (실버세대 헤어 미용업의 서비스품질과 고객충성도에 대한 관계성 연구: 관계품질을 중심으로)

  • You, Min-Jung;Kim, Sung-Nam
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.410-416
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    • 2017
  • The silver generation in our aging society will rapidly emergeas a new consumer group and the service industry used by silver customers will develop going forward. The beauty service sector is one of the most needed ones for the qualitative improvement of life for the silver generation. In this research, ananalysis was conducted on 244 persons of the silver generation living in Seoul, in order to examine the factors affecting the quality of the beauty service for the silver generation and their relationships with customer loyalty. For the statistical treatment of the empirical analysis, the SPSS 23.0 and AMOS 23.0 statistical programs were used. The results of the analysis showed that the service quality perceived by the silver customers who used the beauty service had significant effects on trust and flow, which are the relationship qualities, and that trust and flow had positive effects on customer loyalty. Also, it was found that, in the relationship between service quality and customer loyalty, trust had mediating effects on reliability, responsiveness, empathy, and assurance, and that flow had mediating effects on reliability, responsiveness, empathy, assurance, and tangibility. The results of this research are significant in that they present the basic data enabling the beauty industry to play an important role for the silver generation, under the present circumstances in which the beauty service industry has minimal educational programs exclusively available for the silver generation.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.