• Title/Summary/Keyword: 인지적 몰입

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Visual Discomfort Analysis of Binocular Depth Change on 3D Stereoscopic Imaging (입체영상의 양안 깊이 변화에 따른 시청 피로도 분석)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.127-135
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    • 2015
  • The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.

Advertisement Analysis System with Eye Tracking VR HMD(Virtual Reality Head Mounted Display (시선추적형 가상현실기기를 통한 광고분석 시스템)

  • Park, Jaeseung;Seok, Yunchan
    • Smart Media Journal
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    • v.5 no.3
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    • pp.62-66
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    • 2016
  • The recent increase in virtual reality (VR) technology around the world has been VR work in cooperation with technology from other sectors to form new trends. In the case of advertising, it is difficult to trace if VR users viewed a certain piece of advertisement because the current technology does not allow them to interact with the screen. Eye tracking technology can act as a solution to the problem of tracing advertisement views as it allows for data extraction in relation to which advertisements were viewed and for how long. The research paper suggests a method of how to track the eyes of users in VR advertising. The suggested method includes communication between a server and VR HMD (virtual reality head mounted display) as well as a screen of output from the server.

Spudsville: Designing a Minecraft Game for learning teaching English as a Second Language (스퍼드빌: 제2언어로서의 영어학습을 위한 마인크래프트 게임 설계)

  • Baek, Youngkyun;Kim, Jeongkyoum;Sam, Eisenberg
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.143-157
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    • 2022
  • The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners' needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville's effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.

A Study on the Recognition and Development of Skin Care Subjects Using VR (VR 활용 피부미용 교과목 인식과 개발에 관한 연구)

  • Lee, Jung-Hee
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.6
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    • pp.1485-1492
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    • 2021
  • In this study, in order to secure an educational environment for the development of skin beauty subjects using VR based on the learners' awareness of VR, a total of 105 learners' perception of VR, VR experience elements, and the development of VR-using skin beauty subjects, questions about general characteristics were conducted using an online questionnaire. As a result of the survey through frequency analysis, factor analysis, and correlation analysis, the higher the awareness of VR, the higher the educational performance and immersion (p<.01). It was found that awareness and interest were high (p<.001). As for the correlation, the higher the VR-using skin care experience factor, the higher the perception of VR-using skin beauty course development. Therefore, it was confirmed that it is necessary to develop and educate skin beauty subjects using VR in line with learners' expectations and the 4th industrial revolution era. Therefore, in follow-up studies, it is considered that it is necessary to develop and operate VR-based skin beauty subjects.

The Effects of Game User's Social Capital and Information Privacy Concern on SNGReuse Intention and Recommendation Intention Through Flow (게임 이용자의 사회자본과 개인정보제공에 대한 우려가 플로우를 통해 SNG 재이용의도와 추천의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • Management & Information Systems Review
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    • v.37 no.4
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    • pp.21-39
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    • 2018
  • Today, Mobile Instant Message (MIM) has become a communication means which is commonly used by many people as the technology on smart phones has been enhanced. Among the services, KakaoGame creates much profits continuously by using its representative Kakao platform. However, even though the number of users of KakaoGame increases and the characteristics of the users are more diversified, there are few researches on the relationship between the characteristics of the SNG users and the continuous use of the game. Since the social capital that is formed by the SNG users with the acquaintances create the sense of belonging, its role is being emphasized under the environment of social network. In addition, game user's concerns about the information privacy may decrease the trust on a game APP, and it also caused to threaten about the game system. Therefore, this study was designed to examine the structural relationships among SNG users' social capital, concerns about the information privacy, flow, SNG reuse intention and recommendation intention. The results from this study are as follow. First of all, the participants' bridging social capital had a positive effect on the flow of an SNG, but the bonding social capital had a negative effect on the flow of an SNG. In addition, awareness of information privacy concern had a negative effects on the flow of an SNG, but control of information privacy concern had a positive effect on the flow of an SNG. Lastly, the flow of an SNG had a positive effect on the reuse intention and recommendation intention of an SNG. Also, reuse intention of an SNG had a positive effect on the recommendation intention. Based on the results from this study, academic and practical implications can be drawn. First, This study focused on KakaoTalk which has both of the closed and open characteristics of an SNS and it was found that the SNG user's social capital might be a factor influencing each user's behaviors through the user's flow experiences in SNG. Second, this study extends the scope of prior researches by empirically analysing the relationship between the concerns about the SNG user's information privacy and flow of an SNG. Finally, the results of this research can provide practical guidelines to develop effective marketing strategies considering them for SNG companies.

The Effect of Government Officials' Cultural Bias to their Social Acceptance including a Case Study of Implementing New Air Traffic Flow Management System (공무원의 문화적 편향이 사회적 수용성에 미치는 영향 연구: 새로운 항공교통시스템 도입 사례를 중심으로)

  • Kim, Soo-Jung;Jin, Jang-Won;Park, Sung-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.493-503
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    • 2021
  • In this study aviation authority officials were classified into four cultural groups according to culture theory, and then questioned to determine the effects of cultural bias on their social acceptance of a new air traffic flow management system. Based on previous studies, cultural biases were categorized as egalitarianistic, individualistic, fatalistic, and hierarchical, and social acceptances were considered to be influenced by four variables, that is, perceptions of usefulness, work attitude, intention to use, and behavior (job absorption). Empirical analysis showed that hierarchy had a significant positive effect on social acceptance, and egalitarianism was found to have a significant positive effect on social acceptance with 95% credibility. We propose the organizational culture of Korean government be changed to accept the diverse opinions of government officials during the implementation phase of the new system recommended by ICAO.

An Exploration of Compensation Satisfaction Determinants and Influence Analysis on Job Commitment for S&T Manpower (과학기술인력 보상 만족도 결정요인 탐색과 근속에 대한 영향 분석)

  • Jeong, Kyoung-Ja;Lee, Joo-Ryang;Lee, Young-Min
    • Journal of Technology Innovation
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    • v.18 no.2
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    • pp.1-32
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    • 2010
  • It is well known that compensation satisfaction of employees is closely related to work attitude, job commitment, and employees'intentions to stay on the job. These known facts can also be applied to the professionals engaged in science & technology as well. Many studies have concluded that the Korea's losing competitiveness in the area of science & technology was mainly attributed to the distorted compensation system. In this vein, this paper identifies the potential determinants that affect the compensation satisfaction of S&T professionals, and to empirically examines the determinants influences on job commitment and intention to stay. This was done by acquiring data from S&T professionals currently being employed in firms, universities, and institutions. Consequently, for professionals engaged in science & technology, the compensation satisfaction was demonstrated to be largely influenced by job accomplishment, monetary compensation, and social compensation in order. In conclusion, to improve compensation system for S&T professionals, firstly, it is recommended to enhance job accomplishment by endowing more discretionary authority to conduct research. Secondly, the relatively lower-valued labor forces in S&T area will necessitate more economic support and compensation. Finally, the social compensation should be strengthened by not only ameliorating social status, but also improving labor liquidity and job security.

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Technology Status and Improvement Direction of Special Theaters in Korea by Format (국내 특수상영관 포맷별 기술현황과 개선방향)

  • Jung, Hyun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.73-87
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    • 2021
  • Special theaters were created to provide a sense of immersion and spectacles due to differentiated screens, sound, seating facilities, and advanced services, and also expanded screens. The purpose of this study is to perform comparative analysis of the technical characteristics formats shown in special theaters(3D film, 4DX, IMAX, ScreenX, and VR) in order to identify and find ways to overcome the technological limitations in production. The various formats show differences in field of view depending on the exhibition technology and these differences affect the mise-en-scene, narrative, and editing of the film and consequently result in changes in the production environment and process. Therefore, directors and creators must understand the technological features and limitations of the new formats before making their approach. However, a new format encounters limitations on production sets due to the decline of technical education and succession. In situations where shooting with a special camera is essential, the particular characteristics of each format should be carefully considered from the planning stage but financial problems arise due to increase in production period and cost. To overcome these various obstacles, it is essential to first identify problems and present alternatives through in-depth research on the production set of each format. Finally, this research aims to explore the prototype of each format and analyze the current state of production technology with formats that have not been adapted to the market trends by combining with the other formats and showing that they can survive in new ways.

The effect of the the traditional food Perception and relationship quality: Focused on Jeollanamdo Area Food (전통음식의 인식과 관계의 질간의 영향 관계: 전라남도 지역음식을 중심으로)

  • Seo, Gyeong-Do
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.117-122
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    • 2018
  • The purpose of this study is to investigate the relationship between perception, perception, and relationship quality through technical analysis of perception of southern food among college students of Namdo area. Through the analysis and empirical analysis, we tried to provide an understanding of local traditional foods and provide them as a basic data for local traditional food as a tourism resource. It directly or indirectly supports the results of previous studies. It directly or indirectly supports the results of previous studies. Therefore, the perception that can be expressed by knowing the characteristics of the local food is expressed by the continuous relationship and maintenance of the local food, so that the trust, the commitment, and the satisfaction expressed as the quality of the relationship can be expressed as the continuing relationship, maintenance and interest. If the meaning of local food and storytelling are given in order to induce growth and development of food tourism as a local food, it will be very helpful for building image of local traditional food. If local food is perceived as a favorable or unattractive attitude, it will be related to meaning and continuous interest and food and beverage behavior as local people such as active interest and pride in local food, It is believed that food will play a big role in the growth and development of tourism resources.

A Study on How the Functional Difference of User Interface Design Layout Affects User Experience. - Focusing on the F-layout and Z-layout - (웹사이트에서 유저인터페이스디자인 레이아웃의 기능적 차이가 사용자 경험에 미치는 영향 연구 - F레이아웃과 Z레이아웃을 중심으로 -)

  • Lee, Moon Hyung;Park, Il Kwun
    • Design Convergence Study
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    • v.14 no.4
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    • pp.181-192
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    • 2015
  • The layout includes various functions not only arrangement, connection, division of information but also affordance and information recognition as the important element that determine the whole structure of information. Recently, the layout of web interface design was gradually changing from the concept of the original Z-layout to F-layout, whereas, it is being changed again into the split layout as the transform of Z-layout. However, there can be lack of grounds as to the reason of the change of layout. Therefore, it needs to study on how the functional difference between the F-layout and Z-layout affects user experience. In this study, we conduct the study on the effect of each layout type on the user experience focusing on the product description of web-page by user test. The user test have shown that the user has better feeling on the split layout based on the Z-layout than F-layout. The Z-layout also has more advantages on the formation of the favorable attitude of user in efficiency, accessibility and concentration. This result is consistent with the trend of web-design to change into the split layout based on the Z-layout and we provided the objective reasons for the effective web-design layout by user test.