• Title/Summary/Keyword: 인지몰입

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A Study of Augmented Reality based Visualization using Shape Information of Building Information Modeling (BIM 형상정보를 이용한 증강현실기반 가시화 사례)

  • Heo, Kyung-Jin;Lee, Seok-Jun;Jung, Soon-Ki
    • Spatial Information Research
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    • v.20 no.2
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    • pp.1-11
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    • 2012
  • In the current construction planning and designing process, an architectural miniature model was designed to verify the interior or exterior spatial sense of a building structure, but building of the miniature model is demand much more effort and time; in addition to this it has limitation to identify interior information of the building. For a complement of it, CAD would be used in the existing planning and designing process to visualize the building information, but its visualization is not satisfactory for the 3D volume which could be easily verified with the miniature model. CAD is the specific software for designing building structures and the 3D results are usually rendered on 2D monitor screen. Therefore, there is a shortage of cognitive immersion for the 3D space. In this paper, we introduce the conversion process of BIM shape data into the Augmented Reality contents by using a series of softwares. As a result of modification on construction plan or design we reduced the cost and time to reconstruct the final visualization. We have shown that the interior or exterior information of the building structures are easily visualized with BIM shape data on augmented reality environment. Several proposed interaction methods, such as rem oval of building components, and slice-cut operation, provide the user for the effective manipulation of models on the augmented reality environment.

Meaning of Waiting Experience and Principles of Service Design (서비스 대기시간에서 사용자 경험의 의미와 서비스 디자인 원칙)

  • Kwon, Ohkyun;Kim, HyunYoung;Kim, Bomyeong;Lee, Jiin;Ha, Taehoon;Lee, Inseong;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.270-286
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    • 2017
  • Managing waiting experience is critical for providing service because waiting is an inevitable experience. We explored the factors which influence the waiting experience of the customers and the experience they face, in order to find out the meaning of waiting experience of the customer. As a result, we investigated a holistic sequence divided into four stages. When the customers wait for the service, perceived time would be increased by Zeigarnik effect. How long the customers feel when waiting is largely affected by a gap between waiting time and the perceived time, rather than the perceived time itself. Furthermore, the customers showed a tendency to have hard time immersing in the media due to considering others. Additionally, we could find that waiting time after giving an order is relatively more important than the waiting time before the order. Based on the results, the service provider should convey a feeling of completion by fitting the end point of the media to the point when the customer receives the service. In addition, high predictability needs to be offered for the customers in order to predict the exact waiting time. Finally, the customers should feel as if they take the initiative during waiting time.

The Effect of the Equity of the Objective Performance on the Cognitive Performance and the Behavioral Intention (객관적 성과의 형평성이 인지적 성과 및 게임 이용 행동 의도에 미치는 영향)

  • Choi, Dong-Seong;Choi, Bo-Reum;Lee, In-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.1-10
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    • 2007
  • Many game designers suggested that if players got many objective performance, they could have a fun experience while playing the MMORPG. Does a quantity of objective performance lead to player's fun experience in the MMORPG? According to the Equity Theory, the reason of players getting fun experience is not only that players get reasonable objective performances as many as efforts of theirs but also that amount of their objective performances were same as others. This study analysed that the equity of objective performances would have an effect on the player's fun experience. The results were that the equity of objective performances produced an effect on the players' behavioral intention, flow experience, and cognitive performance. Hence if game designers want that players are interested in the online game playing, they have to support the equity of objective performance to players.

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A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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Effects of Group Rational Emotive Behavior Therapy on the Nurses' Job Stress, Burnout, Job Satisfaction, Organizational Commitment and Turnover Intention (집단 인지정서행동요법 프로그램이 간호사의 직무스트레스, 소진, 직무만족, 조직몰입 및 이직의도에 미치는 효과)

  • Kim, Hye-Lyun;Yoon, Sook-Hee
    • Journal of Korean Academy of Nursing
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    • v.48 no.4
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    • pp.432-442
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    • 2018
  • Purpose: This study aimed to develop a Group REBT program with group counseling for nurses and test the effect of group counseling on their job stress, burnout, job satisfaction, organizational commitment, and turnover intention. Methods: A quasi-experimental study with nonequivalent control group design was employed to identify the effect of the Group REBT program on nurses' job stress, burnout, job satisfaction, organizational commitment, and turnover intention. Data were collected from 47 participants from two hospitals. The data from the experimental (n=23) and control (n=24) groups were analyzed from January 5 to April 3, 2015. The Group REBT program was conducted eight tmes in all, once a week, with each session lasting 180 minutes. The effect of experimental intervention was measured for each group using a series of structured questionnaires at each of the phases: Pre-intervention, post-intervention (immediately after intervention), and post-intervention (four weeks after intervention). Following this, the significance of the changes in the scores was tested. Results: The scores of the experimental group, which received the Group REBT program, were compared with those of the control group; the hypotheses were supported in terms of job stress (F=8.85, p<.001), burnout (F=5.62, p=.022), job satisfaction (F=2.70, p=.042), organizational commitment (F=2.97, p=.048), and turnover intention (F=4.60, p=.012). Conclusion: The Group REBT program was shown to be an effective intervention that could reduce nurses' job stress and burnout and increase job satisfaction and organizational commitment. Therefore, the Group REBT program can be adopted by nursing organizations to strategically decrease nurses' turnover intention.

Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

Applications of haptic feedbacks in medicine (의료분야에서의 햅틱 피드백 응용)

  • Quy, Pham Sy;Seo, An-Na;Kim, Hyung-Seok;Kim, Jee-In
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.203-213
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    • 2009
  • Medicine is one of great application fields where Virtual Reality (VR) technologies have been successfully utilized. The VR technologies in medicine bring together an interdisciplinary community of computer scientists and engineers, physicians and surgeon, medical educator and students, military medical specialists, and biomedical futurists. The primary feedback of a VR system has been visual feedback. The complex geometry for graphic objects and utilizing hardware acceleration can be incorporated with in order to produce realistic virtual environments. To enhance human-computer interaction (HCI), in term of immersive experiences perceived by users, haptic, speech, olfactory and other non-traditional interfaces should also be exploited. Among those, hapic feedback has been tightly coupled with visual feedback. The combination of the two sensory feedbacks can give users more immersive, realistic and perceptive VR environments. Haptic feedback has been studied over decades and many haptic based VR systems have been developed. This paper focuses on haptic feedback in term of its medical usages. It presents a survey of haptic feedback techniques with their applications in medicine.

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Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

A Study of Factors That Influence Awareness of Spirituality Education, Perceived Importance of Spiritual Education, and Satisfaction of Spiritual Education (영성 교육 인지, 영성 교육이 중요성 인식, 영성 교육의 만족에 미치는 요인에 관한 연구)

  • Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.441-463
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    • 2018
  • In order to overcome the limitations of the previous study, this study reviews the concepts related to spirituality, spiritual wellbeing, workplace spirituality, spirituality and religion in detail. Furthermore, this study was to examine the effects of spiritual education. It is important to examine the effects of spiritual education on individual performance. To do this, proposed model in this study reflects individual, group, and organizational perspectives to reflect all dimensions of spirituality. The proposal model rooted in the theory of vocational personality types and work environments was analyzed empirically. We found that non-work commitment has a negative effect on perceived importance of spiritual education. On the other hand, the appropriateness of work and managers' concerns have a positive effect on the awareness of spiritual education. In addition, awareness of spiritual education has a positive influence on satisfaction of spiritual education. Finally, perceived importance of spiritual education has a positive effect on the satisfaction of spiritual education. Conclusions and implications are discussed.

Development of an Edutainment Contents using Wiimote Controller for Children with Visual Perception Disabilities (위모트를 활용한 시지각 장애아동 교육 콘텐츠개발)

  • Yoo, Sang-Jo;Han, Kyeong-Im;Kim, Bong-Seok;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1547-1556
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    • 2010
  • Until now, many Computer Aided Education(CAE) contents are developed for kids and children with disabilities The contents cover various types of training, including visual perception training, intelligence development training, and literature education areas. Major problems on those contents are those contents requires long training time on desktop machine, which deteriorates human activities. These problems also cause inaction syndrome for young kids and children with disabilities. Solving this problem, we require a human motion sensing contents on touch screen or touch board, which interacts with a trainees and enhancing activity, collaboration and immersiveness. We implement and develope an education contents interacts with a trainee using beam projector or screen and IR(Infra-Red) pens using wiimote controller sensing technology.