• Title/Summary/Keyword: 인지몰입

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VR Tourism Content Using the HMD Device (HMD를 이용한 VR 관광 콘텐츠)

  • Han, Jong-Sung;Lee, Geun-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.40-47
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    • 2015
  • VR(virtual reality) which already is used commonly in diverse areas including entertainment, design, and simulation training is most important area in ICT. VR already has various uses within the tourism sector. As VR technology continues to evolve, there is little reason to doubt that it will become more prevalent throughout society and the tourism sector in particular. In this paper, we plan to improve the VR content to the market possibility and competitiveness of VR content in the culture industry. Out of focus, lens dust, motion blur, blur effect were minimized to improve the simulation sickness which caused by the cognitive dissonance in the HMD. And also, the content was considered UI design for user's immersion.

Virtual Reality based Total Station Training Content Development (가상현실 기반 토탈스테이션 훈련 콘텐츠 개발)

  • Im, Tami;Kim, Sang-Youn
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.631-639
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    • 2017
  • Development and implementation of virtual training contents has been increasing along with the emphasis on the experience and practice in engineering education. Virtual training makes repeatable sessions possible within safe learning environment which is very similar with real work place. This feature is very helpful to learners when they manipulate real machines back at work after studying with the virtual training content. The purpose of this study is to develop "Total Station and GPSS surveying" virtual training content focusing on both theory and surveying practice within various circumstances and to explore learners experience. Results show high interest, immersion, perceived learning effectiveness, and satisfaction to the content.

The Effect of Cognitive Absorption, Past Usage and Habit on Automatic Use - focus on the users of Facebook (인지적 몰입과 과거사용 그리고 습관이 자동사용에 미치는 영향 - 페이스북 사용자를 중심으로)

  • Lee, Woong-Kyu
    • The Journal of Information Systems
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    • v.23 no.1
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    • pp.139-159
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    • 2014
  • Recently, theoretical interests in automatic uses, which can be activated without conscious intention, have been increased. According to previous studies, automatic uses are known to be determined by the strength of habit, the frequency of past uses, and emotional experiences such as cognitive absorption. Concerned on the influences of the above three factors on automatic uses, this paper suggested the following research questions: 'Which effect of cognitive absorption on automatic considering habit?' and 'Does the frequency of past uses always influence habit?'. In order to answer the research questions, this study suggested a research model which would explain the relationship among cognitive absorption, habit, and uses. Especially, cognitive absorption is formed as a moderating variable of the relationship between past use and habit, and the relationships among variables are longitudinally expanded. The suggested research model was empirically tested by surveying 175 'Facebook' users and analysed by partial least square (PLS), which showed the suggested hypotheses are significant. This results answered the research questions as followed: First, cognitive absorption moderates the relationship between habit and automatic use. Second, the frequency of past uses would not always influence the formulation of habit rather but may be influenced by habit.

ICT EXPERT INTERVIEW - 실감형 콘텐츠

  • Jo, Yong-Sang
    • TTA Journal
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    • s.162
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    • pp.8-15
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    • 2015
  • 실감형 콘텐츠는 정부가 발표한 미래성장동력에도 포함될 정도로 정부와 산업계의 뜨거운 관심을 받고 있는 분야입니다. 사실 실감형 콘텐츠란 하나의 기술 분야를 말한다기 보다는 인간의 감각 기관과 인지 능력을 자극하여 실제와 유사한 경험 및 감성을 느낄 수 있게 해주는 유형의 콘텐츠를 통칭하는 것입니다. 그래서 지금까지 경험한 평면적인 디지털 콘텐츠나 3D 콘텐츠보다 더 몰입감 있고, 신기하고, 새롭고, 재미있고, 기대되는 콘텐츠라고 할 수 있지요. 2000년대 들어 우리는 이미 공상과학 영화를 통해 실감형 콘텐츠의 모습이 어떤 것인지 간접적으로 경험해 왔고, 그러한 기술들이 최근에 콘텐츠의 모습으로 완성되면서 실제적인 경험을 하고 있습니다. 하지만 더 흥분되는 사실은 지금 우리가 경험하는 것은 아주 일부분의 맛보기일 뿐, 앞으로 소개될 콘텐츠들이 제공할 새로운 경험은 더 압권이 되겠지요. 최근 정부와 산학연의 실감형 콘텐츠 기술 개발은 많은 제약과 어려움에도 불구하고 매우 적극적으로 추진되고 있습니다. 국제 표준화 기구에서 치열하게 추진되는 표준 개발에도 국내 전문가들이 적극적으로 대응하고 있습니다. 이 특집에서는 실감형 콘텐츠에 대한 개념과 트렌드를 전문가 인터뷰를 통해 들어 보고, 실감형 콘텐츠를 구성하는 여러 가지 기술 중에서도 소비자들의 기대와 눈높이를 맞춰줄만 한 새롭고 기대를 모으는 것들을 살펴보고자 합니다. 앞으로 우리는 입체 공간에서 1인칭 시점으로 얼마나 실감나게 콘텐츠 속으로 빨려들어 갈 수 있을까요? 지금까지 경험한 콘텐츠 조작은 얼마나 새로워질까요? 내가 필요할 때 딱 맞는 콘텐츠를 바로 이용할 수는 있을까요? 우리가 이렇게 새로운 것으로 즐거울 때 혹시 소외되는 사람들이 있지는 않을까요? 분명 있겠지요. 그렇다면 어떻게 우리는 정보격차를 극복할 수 있을까요? 이러한 물음에 대한 전문가들의 의견을 들어보시기 바랍니다.

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The Effect of Mothers' Inappropriate Smart Device Usage Habits on Preschoolers' Cognitive Ability: Sequential Mediating Effect of Preschoolers' Smart Device Immersion Tendency and Self-regulation (어머니의 부적절한 스마트기기 이용습관이 유아의 인지능력에 미치는 영향: 유아의 스마트기기 몰입경향성 및 자기조절력의 순차적 매개효과)

  • An, Su Mi;Kang, Min Ju
    • Human Ecology Research
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    • v.59 no.2
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    • pp.157-168
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    • 2021
  • The purpose of this study was to examine the pathways between mothers' inappropriate smart device usage habits, preschoolers' immersion tendency and self-regulation, and children's cognitive ability. The subjects of the study were 308 preschoolers aged 4 and 5 years and their mothers in Seoul, Gyeonggi-do, Incheon, Gangwon-do, Daejeon, Busan, and Mokpo. Data were analyzed with descriptive statistics, t-test, one-way ANOVA, and Pearson correlation using the SPSS 25 program. A sequential mediation model was analyzed using the AMOS 22 program. Mothers' inappropriate smart device usage habits were found to have a negative effect on the preschoolers' self-regulation, and this association was mediated by the preschoolers' smart device immersion tendency. These findings show the mechanisms through which mothers' inappropriate smart device usage habits negatively affect preschoolers' smart device immersion and self-regulation which, in turn, has a negative impact on cognitive ability

Effects of Nursing Work Environment, Job Satisfaction, and Organizational Commitment on Retention Intention of Clinical Nurses (임상간호사가 인지하는 간호업무환경, 직무만족도 및 조직몰입이 재직의도에 미치는 영향)

  • Choi, Hun-Jin;Lee, Sun-Ok
    • The Korean Journal of Health Service Management
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    • v.12 no.3
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    • pp.27-39
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    • 2018
  • Objectives: The purpose of this study was to verify the relationships among nursing work environment, job satisfaction, organizational commitment, and retention intention, as well as to clarify the factors that affect nurses' retention intention. Methods: The study included 163 nurses working in three general hospitals located in B city. Data were collected by a survey using self-administrated questionnaire and analyzed using the SPSS software. Results: The participants expressed a moderate level of retention intention. There were significant differences in retention intention by income (t=-2.13, p=.034) and intention to work (F=9.86, p=.001). The factors influencing retention intention were organizational commitment (${\beta}=.28$, p=.001), job satisfaction (${\beta}=.25$, p=.001), nursing work environment (${\beta}=.23$, p=.004), plan to work period (${\beta}=.13$, p=.027). These factors explained 55.3% of retention intention (F=41.079, p<.001). Conclusions: The findings showed that nursing administrators should develope programs that promote internal satisfaction for new nurses and strive to improve the human and physical aspects of the nursing work environment for career nurses.

Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

The Effect of Space Size and Dialogue Topic on Metaverse UX (대화 공간의 크기와 대화 주제가 메타버스 경험에 주는 영향)

  • Song, Stephen W.;Chung, Hanna;Chung, Donghun
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.65-76
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    • 2022
  • What difference does the metaverse experience have from the real world? This study investigated the effect of space size and dialogue topic on metaverse user experience. The results from a 3(space size: reality vs. metaverse in an open room vs. metaverse in a closed room) x 2(dialogue topic: positive vs. negative) mixed factorial design experiment (N = 75) revealed statistically significant effects of space on responsiveness, and dialogue topic on closeness. This result implies that designing metaverse for non-immersive devices should include careful considerations regarding the characteristics of the user's real space.

The effect of attention on spinal health of adolescents: The mediating effect of smartphone overindulgence moderated by cognitive strength (청소년의 집중력이 척추건강에 미치는 영향: 인지강도에 의해 조절된 스마트폰 과몰입의 매개효과)

  • Lee, Jin;Kim, Sang-Woo;Lee, Byounghee
    • Journal of Korean Physical Therapy Science
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    • v.29 no.3
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    • pp.29-47
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    • 2022
  • Purpose: This study was conducted to find out the mediated effects of smartphone overindulgence in the relationship between attention and spinal health of adolescents and to find out how cognitive strength moderates these relationships. Design: Cross-sectional study. Methods: All subjects measured attention, cognition strength, spinal angle, and smartphone overindulgence by measuring the ratio of SMR and mid-beta power to the power of the brain wave, amplitude variation of Cognitive Gamma-Peak, forward slope angle of the cervical spine, and the scale of diagnosis of smartphone addiction. Results: As a result, it shows a significant correlation between Attention, spinal angle, cognitive strength, and smartphone overindulgence(p<.05). In addition, attention was significantly mediated on the spinal angle through smartphone overindulgence(p<.001), and cognitive strength was significantly mediated in relation to smartphone overindulgence and spinal angle(p<.05). Conclusion: This result indicates that the mediation effect of overindulgence of a Smartphone is mediated according to its cognitive strength in relation to its effect of attention on the spine angle.

A design on the Prediction of Learning Achievement System for IT Collective Intelligence Learner (IT 집단지성 학습자를 위한 학습 성취도 예측 시스템 설계)

  • Lee, Gyoung-Eun;Hong, Seong-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1502-1504
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    • 2011
  • 최근 소셜 네트워크를 이용한 학습 방법이 활발하게 연구되고 있다. 동일한 영역에 지식을 공유하고 새로운 정보를 웹에서 생성하는 등 집단지성 학습자들이 계속적으로 늘어가고 있으며, 특히 IT 학습을 위한 온라인기반 교육은 관심도와 직군에 따른 집단지성을 통한 효과적인 학습 성취도를 높일 수 있다. 따라서 본 연구는 웹 기반을 중심으로 한 IT집단지성 학습자들의 개인차를 파악하고, 각 특성에 따른 다양성을 적용하여 학습과정 중 자신에게 적합한 학습경로를 파악하여 학습의 지속적인 진행에 있어 정확한 자료를 제공하고 효율적인 학습의 진행이 이루어져 성취도를 높일 수 있도록 학습 성취도 예측 시스템을 연구 개발하는 데 그 목적이 있다. 이를 위해 먼저 IT습자들이 자신의 개인차를 파악하기 위해 학습의 유형, 학습몰입, 인지적 능력, 개인적 성향, 창의적 성향 등을 활용한 검사도구의 개발이 선행되어야 한다. 다음으로, IT 전공자 혹은 비전공자를 대상으로 예비조사를 실시하고 그 결과를 바탕으로 학습 성취도 예측을 가능하게 하기위한 시스템을 설계하고자 한다. 향후 본 연구의 결과로 학습자의 학습 성취도를 향상시키고, 예측 결과에 의한 집단지성 그룹을 좀 더 효과적으로 운영 할 수 있는 시스템을 구축할 수 있을 것으로 기대한다.