Purpose: The purpose of this study was to identify the impact of cognitive flexibility and e-learning digital literacy on the learning flow of nursing students who had experienced e-learning. Methods: The research design for this study was a descriptive survey using convenience sampling. Data were collected using online questionnaires completed by 134 nursing students in Andong city and Pocheon city. The data were analyzed using percentages, mean values, standard deviations, Pearson's correlation coefficients, and multiple regression with SPSS for Windows version 22.0. Results: Positive correlations were found between learning flow and e-learning digital literacy (r = .43, p < .001), between learning flow and cognitive flexibility (r = .52, p < .001), and between e-learning digital literacy and cognitive flexibility (r = .65, p < .001). In the multiple regression analysis, cognitive flexibility (β = .42, p < .001) was a significant predictor that explained 27.8% of variance in learning flow. Conclusion: The results of this study show that cognitive flexibility is a factor influencing learning flow in nursing students. Based on the results of the study, educational programs aiming to improve learning flow should include methods that improve cognitive flexibility.
The Journal of the Convergence on Culture Technology
/
v.9
no.6
/
pp.545-551
/
2023
In this paper, we present the environment interface as a method of bringing the virtual environment in the interface to reality, and explain the experience of the virtual that can be sensed in the real environment. Expanded experience by discussing the transparency of the interface and interactivity that expands synesthesia as a condition for an interface to express virtual without distinction from the real environment, and establishing a discussion on the composition and inevitability of an environment interface that satisfies these conditions The environment interface is discussed as a tool for realizing the interface that extends from the real environment, the expansion of cognition into the environment by interaction, and the virtual for immersion into the environment due to these conditions.
In this study, we examined distribution channel relationship by using the idea of Cheong, which is a unique feeling an positive role in Korean society. Companies make great efforts to maintain long-term relationship with buyers. Understanding distinctive relationship system of each culture should precede these efforts to bring effective results. So we considered how Cheong, a meaningful factor in Korean distribution channel, affects relationship quality and performance. As a result of research analysis from 272 survey questionnaires of retailers, engaging in Crops Protected Material industry in Korea, supplier's idiosyncratic investment, retailer's Cheong, and dependence of retailers on suppliers have positive effects on relationship quality. Supplier's idiosyncratic investment and cognitive factors have the highest influence and Cheong, an emotional factor, follows. Dependence, a motivational factor has the least influence. We confirmed that retailer's cooperation and long-term orientation are directly influenced by retailer's commitment. Active cooperation of the retailer, a partner of a distribution channel, is regarded as an essential factor for supplier's effective business. Retailer's commitment increased that cooperation. Retailer's trust and commitment also decreased relationship conflicts. The results of this study imply that companies should increase idiosyncratic investment to improve relationship quality. But increasing idiosyncratic investment is limited because it requires monetary investment. Therefore companies need to recognize the importance of Cheong, revealed as a new factor, improving relationship quality and to make the best use of it. In this study, we contributed theoretically by examining the role of Cheong, and introducing its distribution discipline. We also make practical suggestions about supplier's relationship management.
This research was trying to examine through the technology acceptance model that is expanded in order to make an inquiry the factors having an effect on the acceptance intention of the technology fusion type webtoon user. The survey was carried out for the research for 114 questionnaire respondents where there is the technology fusion type webtoon utilization experience. After and hierarchical regression analysis was performed and the relationship was analyze between the factor. The total 13 hypotheses and one research problems were set and the study with was proceeded. Next, it is same if the results of study is summarized. Firstly, the interactivity and immersion, that is the subordinate factor of the Siljaegam, affected the static influence to the perceived usability. Secondly, with having the static influence an effect on the technology fusion type webtoon use intention the perceived usability was confirmed. Thirdly, the effeciency, Tendency of Conciseness, and consistency were the technology fusion type GUI standard extracted with the Ttamsaekjeok the result subfactor that it analize factor. Finally, with giving the meaningful influence to the perceived easiness the visual unrefined copper steam, that is the subordinate factor of the Siljaegam, was confirmed.
This study aims to examine how visitors in science centers interact with gesture-based exhibits from embodied cognition perspectives. Four gesture-based exhibits in two science centers were selected for this study. In addition, we interviewed a total of 14 visitor groups to examine how they perceived the property of gesture-based exhibit. We also interviewed four experts to further examine the benefits and limitations of the current gesture-based exhibits in science centers. The research results indicate that the total amount of interaction time between visitors and gesture-based exhibits was not high overall, implying that there was little of visitors' immersive engagement. Both experts and visitors expressed that the current gesture-based exhibits tend to highlight the novelty effect but little obvious impacts linking gestures and learning. Drawing from the key findings, this study suggests the following design considerations for gesture-based exhibits. First, to increate visitor's initial engagement, the purpose and usability of gesture-based exhibits should be considered from the initial phase of design. Second, to promote meaningful interaction, it is important to sustain visitors' initial engagement. For that, gesture-based exhibits should be transformed to promote intellectual curiosity beyond simple interaction. Third, from embodied cognition perspectives, exhibits design should reflect how the mappings between specific gestures and metaphors affect learning processes. Lastly, this study suggests that future gesture-based exhibits should be designed toward promoting interaction among visitors and adaptive inquiry.
The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.
A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.
For a long time, Disney has made animations including world views such as family-focused, conservative ideology, happy ending, etc. for families. Periodical situation and spectators' demands have been changed little by little, but Disney is still a company who is the most successful both nominally and virtually in animation industry. For the secrets of their success, there is fantasy world of fabricated animation, thoroughly organized story and image. When spectators watch animations, their sufficient immersion in the fantasy is to let them forget realities. In the introduction of Disney animations, spectators turn off the switch of realities and turn on the switch of fantasy world through the procedure to recognize and confirm virtual world sufficiently. In the switch of the introduction used frequently by Disney, there are four methods. First is to start while opening the cover of storybook. Second is to start while storyteller gives a talk directly. Third is to start with live action film and continue to animation. Fourth is musical method. Those four switches play a role of the gate which distinguishes spectators' realities from Disney's fantasy clearly. The process makes an opportunity to set spectators who feel uneasy due to the vague boundary between realities and fantasy at ease and let them immerse in animation sufficiently with mind at ease.
Recently, the new subway project called "Great Train Express" is in progress. During the tunnel excavation in the center of city, vibration and noise are generated, which make an uncomfortable effect on nearby residents. In order to prepare for this situation, the construction company generally establishes a noise and vibration management plan at the site from the construction planning stage through consultation with the residents of nearby areas and establishment of countermeasures for complaints raised. However, despite the establishment of a noise and vibration management plan, civil complaints have not been fundamentally resolved due to occurring noise and vibration during the construction in progress. In order to solve this problems, one of the best solution is to provide noise and vibration simulation technology with a high sense of reality and immersion for residents of nearby areas. Considering the ease and convenience of using the system, we intend to develop a UI(User Interface) necessary for the development of a simulation system that can directly experience the air blast and vibration based on virtual reality. The results of this study are expected to contribute to the development of virtual reality-based air blast and vibration simulations in the future.
Mindfulness is the process of actively noticing new things. Today, companies have introduced and run mindfulness programs because the mindfulness has possible applications of productivity and innovation in corporation. However, role of mindfulness has not been clearly investigated in behavior research of Information System. The purpose of this study is to confirm the effects of mindfulness on technology acceptance process. Based on UTAUT Model, we examined how mindfulness in technology acceptance process moderate antecedent factors of acceptance intentions and use behavior. For empirical research, we conducted a survey on acceptance of smart watch of internet of things for employees of companies applying the mindfulness programs. then, we analyzed survey sample in empirical methodologies. Based on the empirical analysis, cognizance of alternative technologies in mindfulness factors increased the impact of performance expectancy on acceptance intention. Novelty seeking in mindfulness factors increased the impact of effort expectancy on acceptance intention. Awareness of local context in mindfulness factors decreased the impact of social influence on acceptance intention. engagement with technology in mindfulness factors increased the impact of facilitating conditions on use behavior. This study suggests academic implications and practical implications based on the results of the research. The implications will help to support and extend the theory of technology acceptance model while providing practical insights for IT acceptance by suggesting ways to utilize mindfulness in corporation.
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