• Title/Summary/Keyword: 인지적 실재감

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Effects of Agent Interaction on Driver Experience in a Semi-autonomous Driving Experience Context - With a Focus on the Effect of Self-Efficacy and Agent Embodiment - (부분자율주행 체험환경에서 에이전트 인터랙션 방식이 운전자 경험에 미치는 영향 - 자기효능감과 에이전트 체화 효과를 중심으로 -)

  • Lee, Jeongmyeong;Joo, Hyehwa;Choi, Junho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.361-369
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    • 2019
  • With the commercialization of the ADAS functions, the need for the experience of the autonomous driving system is increasing, and the role of the artificial intelligence agent is attracting attention. This study is an autonomous driving experience experiment that verifies the effect of self-efficacy and agent embodiment. Through a simulator experiment, we measured the effect of existence of self-efficacy and agent embodiment on social presence, perceived risk, and perceived ease of use. Results show that self-efficacy had a positive effect on social presence and perceived risk, and agent embodiment negatively affected perceived ease of use. Based on the results of the study, we proposed guidelines for agent design that can increase the acceptance of the semi-autonomous driving system.

Viewers' Psychophysiological and Self-report Responses to 3D Stereoscopic Display (3D 영상의 입체성이 콘텐츠 특성에 따라 이용자의 심리적 반응에 미치는 효과 - 콘텐츠의 유인가와 각성도를 중심으로 -)

  • Lim, So-Hei;Chung, Ji-In
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.211-222
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    • 2012
  • There has been growing academic interest in revealing the effect of 3D stereoscopic displays, mostly based on the assumption that 3D would enhance the media user's psychological experiences. A 2(Display: 2D, 3D) x 2(Arousal: High, Low) x2(Valence: Positive, Negative) within-between subject experimental design, including both psychophysiological and self-report measurements, was employed to investigate if valence and arousal of the media content interact with the 3D stereo display. The results confirmed that 3D stereo significantly enhances the viewer's skin conductance level, while no meaningful difference for HR was found across the experimental conditions. The viewer's recall memory did not differ depending on the display type either. However, the viewer experienced a greater level of presence and liking of the content when the negative content was displayed in 3D stereo in comparison with the positive content. The practical implications of the results are further discussed.

Quality Assessment and Analysis of Stereoscopic 3D Television Pictures (양안식 3D 텔레비전 영상의 화질 평가와 분석)

  • Park, Dae-Chul
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.4
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    • pp.278-288
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    • 2010
  • In this paper, we carried out quality assessment and analysis of stereoscopic 3D Television pictures according to ITU-R contribution and recommendation by rating scales using DSCQS (Double-Stimuli Continuous Quality Scale) method. The evaluation results show that overall quality and sharpness of stereoscopic pictures revealed almost no difference compared to cases of mono pictures as to natural outdoor scenes, graphic images, and indoor scenes (about 3.0 above ~ 4.0), but depth perception and sensation of reality of stereoscopic images exhibit better quality performance over mono images as indicated more than 4.0 out of 5.0 grade. Evaluation results should be considered as human factors such as disparity when shooting and/or editing 3DTV.

Design of XR content authoring tool considering elderly healthcare users (고령자인 헬스케어 사용자를 고려한 XR 콘텐츠 저작도구 설계)

  • Sunghee Lee;Jeonghoon Lee;Taehong Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.735-736
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    • 2023
  • 높은 몰입감과 실재감을 제공하는 XR 기술이 고령자들의 인지능력, 주의력, 시각적 기억력에 긍정적인 영향을 주는 것으로 나타나며 노인의 건강과 삶의 질을 향상시키기 위한 기술로 많은 관심을 받고 있다. 본 연구는 인지기능 향상을 위한 XR 융합훈련프로그램에 사용될 콘텐츠 저작 시 젊은이와 노령층의 디지털 격차, 선호도의 차이, 노화에 따른 신체·인지능력의 저하 등 고려해야 할 이슈를 소개하고, 문제를 해소할 수 있는 XR 콘텐츠 저작도구를 제안한다.

Determinants the Effect of Exposure Type of Short-form Branded Content on Consumer Response : Focusing on the Mediating Effect of Perceived Sense of Belonging (숏폼 브랜디드 콘텐츠 노출 유형이 소비자 반응에 미치는 영향: 인지된 소속감의 매개 효과를 중심으로)

  • Kim, Qurie;Choi, Jeonghye;Park, Kyung Min
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.642-657
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    • 2022
  • The fourth industrial revolution became a decisive opportunity to increase our dependence on non-face-to-face services. Therefore, this study tried to derive a new strategic plan for non-face-to-face marketing by discussing the short-form branded content currently in the spotlight among the digital native generation. In particular, focusing on the phenomenon of co-viewing, where short-form branded content is viewed and communicated on social media, how exposure type of branded content affect attitudes toward short-form branded content and the products it contains verified. In addition, this research presents the perceived sense of belonging as a mediating variable. It was confirmed through an experiment whether the sense of belonging perceived by consumers during the co-viewing process significantly mediated the relationship between the exposure types and consumer attitudes. As a result of the study, it was found that the exposure type significantly affected the attitude towards the contents and the products contained in them. Furthermore, the perceived sense of belonging was also significant as a mediating variable.

A Study on Parameters for Optimizing Cognitive Distance in Virtual Environment (가상공간에서의 거리감 인지 최적화를 위한 제어 요소 도출 연구)

  • Lee, Jung-Gi;Sul, Se-Hee;Kim, Nam-Gyu;Yang, Ungyeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1058-1059
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    • 2017
  • 현실의 물리적인 공간에서의 상호작용으로 얻은 경험을 가상현실에서 완전 몰입형 HMD를 착용한 사용자에게 동일하게 제공하기 위해서는 가상공간 내의 사물의 위치, 높이와 같은 거리감을 효율적으로 제공하는 것은 매우 중요하다. 본 연구에서는 사용자가 느끼는 실재와 가상 간 거리감 보정을 위한 제어 요소 도출을 위해 인체 데이터인 IPD, 키, 눈높이를 측정하여 실험에 반영한다. 실험 시 보다 높은 가상공간 상 거리감 인지를 위해 현실에서의 50cm, 100cm 거리감 인지 훈련을 수행한다. 실험자는 가상공간 상에서 85cm 거리에 위치한 판자를 시각적으로 가늠 후 인지한 만큼 이동하게 되고 그 거리를 측정한다. 측정된 데이터들을 바탕으로 한 분산 분석을 통해 각 데이터 간의 관계를 파악한다.

Study on the Factors Affecting the Intention to Use Real-time Video Conferencing Using Extended Technology Acceptance Model (확장된 기술수용모델을 적용한 실시간 화상강의 이용의도에 영향을 미치는 요인 연구)

  • Lee, Jang-Suk;Yang, Seoung-Hyun;Song, Byoung-Weon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.292-310
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    • 2021
  • The influence of COVID 19 has a direct impact on the education field. In the situation where non-face-to-face classes are inevitably required, interest in the learning satisfaction and intention to use real-time video conferencing is increasing. This study analyzed the effects of learner-teacher interaction, social presence, availability, self-efficacy and academic engagement as video conferencing characteristics and learner's characteristics on perceived usefulness, perceived ease of use, learning satisfaction and intention to use video conferencing. The results of this study showed that learner-teacher interaction, availability, and self-efficacy had a positive effect on perceived ease of use, and all variables except availability had a positive effect on perceived usefulness. Also, perceived usefulness and ease of use were factors that increased learning satisfaction and video conferencing use intention, and learning satisfaction was identified as variables that increased video conferencing use intention. This study has significance in that it provided various theoretical and practical implications for real-time video conferencing which will be used in many educational fields in the future through empirical analysis.

The Effects of Live Chat between Seller and Buyers in E-commerce on the Perceived Social Presence and Trust (전자상거래 라이브채팅의 유형이 소비자가 지각하는 판매자에 대한 사회적 실재감과 신뢰에 미치는 영향)

  • Chen, Hongwei;Lee, Jung
    • Knowledge Management Research
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    • v.22 no.1
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    • pp.287-308
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    • 2021
  • This study aims to explore how the effects of the perceived social presence on trust and live chat adoption intention vary with the types of live chats in e-commerce context. As technology develops, live chat with the seller in e-commerce is rapidly replaced by AI-assisted live chat called chat-bot. However, it is not well known how the buyers perceive the difference between the chat with seller and the chat-bot. This study therefore proposes first, the perceived social presence toward the seller will influence trust and the live chat adoption. Second, the effects of social presence will be stronger when using live chat with seller than using chat-bot. To validate, we collect data from 232 e-commerce users and confirm the first proposition. However, the higher level of the social presence effect of live chat with seller is not clearly revealed. This study is expected to provide researchers and managers who are interested in AI-based chatbots with useful theoretical and practical implications.

Influence of 3D Characteristics Perception on Presence, and Presence on Visual Fatigue and Perceived Eye Movement (3D 영상 특성 인식이 프레즌스, 그리고 프레즌스가 시각 피로도와 인지된 안구운동에 미치는 영향)

  • Yang, Ho-Cheol;Chung, Dong-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.60-72
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    • 2012
  • After the movie "AVATAR" became a good model of cash-cow in 3D movie, the profit of 3D-movie significantly reduced. One of the reasons why it happens comes from rare understanding of human factors for instance how viewers get immersed, but sometimes tired. Although 3D images should be more considered human visual system including eye, unfortunately most communication research ignored human factors. For those reasons this study observed the effect of 3D video on viewers' psychological response, especially for perceived eye movement, perceived characteristics, visual fatigue, and presence. With 90 participants, the results show that viewers' perceived feature effects on their presence. In detail, first, materiality and tangibility are more important factors than clarity in 3D video, and it means that when making 3D content or devices, materiality and tangibility should be considers that any other factor. Second, this study examined whether we perceive our eyes as media, and the result shows that as viewers' presence level became higher we perceive eye movements more, and as viewers' presence level became higher perceived visual fatigue became lower. This result means that when we move eyes, we interact with surrounded environment, so 3D content needs to provide vivid features to be more interactive. On the other hand, since level of presence increase visual fatigue, it must be balanced when producing and playing.

A Study on the Factors Affecting the Usage Intention of the Technology Convergence Webtoon User (기술 융합형 웹툰 이용자의 이용의도에 영향을 미치는 요인들에 대한 연구)

  • Jang, Sung-Won;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.60-81
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    • 2020
  • 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.