• Title/Summary/Keyword: 행위몰입

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Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

A Study on Trust and Commitment between Buyer and Supplier of Industrial Parts, and Their Usage of Information Technology (산업재 부품 구매자와 공급자의 신뢰와 몰입, 그리고 정보기술의 이용에 관한 연구)

  • Kim, Jong-Hun;Yun, Hui-Taek
    • Proceedings of the Korean DIstribution Association Conference
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    • 2006.08a
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    • pp.47-68
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    • 2006
  • This study aims to determine the association structure of the behavioral relationship variables, such as trust, commitment, cooperation, communication and coercive power, in the relationship between the buyers and suppliers of industrial parts. It also investigates the impact of the use of IT technologies on the relationships quality. Data was collected from 216 part suppliers of machinery, electronics and automobiles located in Incheon. Data supported all of the proposed hypotheses. First, it was confirmed that parts suppliers' trust in buyers leads to the commitment into relationships with buyers. Second, cooperation and communication showed a positive influence on parts suppliers' trust in buyers, and coercive power gave a negative influence on trust. Third, the use of IT technologies like Internet and E-Mail between parts suppliers and buyers was verified to have generally a positive influence on the quality of relationships. At the same time, cooperation and communication were confirmed to have a positive influence on each other, and cooperation and coercive power as well as communication and coercive power were confirmed to have negative influence on each other. This study is a pioneering attempt to examine the relationships between suppliers and buyers of industrial parts, and the influence IT technologies on the relationship quality. Also, the findings will be practically much helpful to find how to reinforce the relationships between parts suppliers and buyers.

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Effects of Conflict Management Strategy Within Supply Chain on Partnership and Performance (공급망 내 갈등관리전략이 파트너십과 성과에 미치는 영향)

  • Ham, Yoon-Hee;Song, Sang-Hwa
    • Korean small business review
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    • v.42 no.1
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    • pp.79-105
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    • 2020
  • While individual enterprises with different objectives each other within supply chains require a variety of resources to achieve their own seeking goals and performances, it is necessary to form interdependent relationships among the enterprises to secure the resources what they need, as the individual enterprises are supposed to have limitations on such as time, space and cost to secure all the resources. In this process, conflict possibilities rise and opportunistic behaviors increase due to those environmental factors such as unbalanced information among enterprises, limited rationality, pursuit of interests, and risk aversion. Those existing studies on conflicts in the field of supply chains have limitations in that they failed to present specific conflict management strategies based on the conflict types from the perspective of the conflict resolution mechanism as the studies have made only focused on investigating the causes of conflicts and the impact of conflicts on performance. In this study, therefore, it used the TKI model of Kilmann and Thomas(1977) to subdivide the conflict management strategies in the process of transactions within supply chains by enterprises, and looked into the impact on partnership and performance according to each strategy. As the results, it showed that those types of conflict management strategies such as concession type and cooperation type had a positive(+) impact on the relationship commitment as a factor of partnership, and it was identified that the relationship commitment had a positive(+) impact on performance. In other words, it can be considered that the enterprises making use of the concession type & the cooperation type conflict management strategies under the situation of conflict would be able to have a very positive impact on their performances if they can make good relationship commitment such as investments in and efforts for the sustainable relationship along with the conflict management, while recognizing the importance of relationship. The most important meaning of this study lies on in terms of that it would be contributable to strengthening the partnership between enterprises and minimizing the risk of supply chains caused by conflicts through these results from the study.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Application and Effects of VR-Based Biology Class Reflecting Characteristics of Virtual Reality (가상현실 특성을 반영한 VR 프로그램 기반 수업 적용 및 효과)

  • Choi, Seop;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.203-216
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    • 2020
  • The purpose of this study is to explore the effects of a VR(virtual reality)-based biology class on both the cognitive and affective domains by developing and applying a VR-based biology program for 6th-grade elementary school students. For this research, we developed a VR teaching material about 'digestion' reflecting virtual reality characteristics and one hundred five students in an elementary school in an urban area participated in this study and took three VR-based lessons. To examine the cognitive effects of a VR-based biology class, the study subjects were divided into two groups. The experimental group was composed of 50 individuals who participated in VR-based biology lessons, while 55 students of a control group learned through general lessons. We collected data using drawing tasks for measuring students' modeling performance level from these groups and analyzed the cognitive effect of VR-based instruction. We also recorded 21 interviews of students after the intervention, which were transcribed to verify the students' perception of cognitive and affective effects. The key results are as follows: First, we demonstrated the possibility of applying a VR program reflecting VR characteristics (manipulation, multi-sensory, and interaction). Second, we found out that a VR-based biology class significantly enhances higher levels of thinking (spatial, abstract, and reflective thinking). Third, we examined students' perceptions on this program and came to the conclusion that VR characteristics positively affected cognitive and affective domains. This study may be able to contribute to offering guidelines on how to apply VR-programs to future science education effectively.

Self-distancing as a Cognitive Tool for Emotion Regulation: Its Concept, Measurement, and Effect (인지적 정서조절 기제로서 자기거리두기: 개념, 측정과 효과 소개)

  • Cho, Myung Hyun
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.103-120
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    • 2020
  • This study reviewed the literature on the self-distancing method for emotion regulation. Self-distancing refers to taking a step back in dealing with one's own experiences and interpreting them in a relatively objective manner. Studies have indicated that self-distancing affects cognitive and emotional processes, which are particularly beneficial in regulating negative emotions. Therefore, this study focused on organizing previous results to summarize their meaning, assess means of measurement, and analyze possible effects. Above all, the related concepts of an observer's rational perspective and self-reflection were presented to clarify the definition of self-distancing, followed by a discussion of its measurement. Based on this, the effects of self-distancing were introduced according to their emotional, cognitive, physiological, developmental, and behavioral aspects. However, despite repeated verification of the positive effects of self-distancing, there are several inconsistencies that require consideration. Finally, we suggested the study's academic and practical implications and recommended directions for further research.

Development for Multi-modal Realistic Experience I/O Interaction System (멀티모달 실감 경험 I/O 인터랙션 시스템 개발)

  • Park, Jae-Un;Whang, Min-Cheol;Lee, Jung-Nyun;Heo, Hwan;Jeong, Yong-Mu
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.627-636
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    • 2011
  • The purpose of this study is to develop the multi-modal interaction system. This system provides realistic and an immersive experience through multi-modal interaction. The system recognizes user behavior, intention, and attention, which overcomes the limitations of uni-modal interaction. The multi-modal interaction system is based upon gesture interaction methods, intuitive gesture interaction and attention evaluation technology. The gesture interaction methods were based on the sensors that were selected to analyze the accuracy of the 3-D gesture recognition technology using meta-analysis. The elements of intuitive gesture interaction were reflected through the results of experiments. The attention evaluation technology was developed by the physiological signal analysis. This system is divided into 3 modules; a motion cognitive system, an eye gaze detecting system, and a bio-reaction sensing system. The first module is the motion cognitive system which uses the accelerator sensor and flexible sensors to recognize hand and finger movements of the user. The second module is an eye gaze detecting system that detects pupil movements and reactions. The final module consists of a bio-reaction sensing system or attention evaluating system which tracks cardiovascular and skin temperature reactions. This study will be used for the development of realistic digital entertainment technology.

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A Study on Persona of Double-sided Characters Shown in Satoshi Kon's Works (콘 사토시 작품에서 나타나는 양면성을 지닌 캐릭터의 페르소나 연구 - <퍼펙트 블루>, <망상대리인>, <파프리카>를 중심으로 -)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.35
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    • pp.181-208
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    • 2014
  • Kon Satoshi is a representative animation film director who explores human's intrinsic self-identity based on ambivalence and delivers a message for self-reflection of entity. The aim of this study is to analyze the persona of character according to the way how a self incorporates with another self in his film; that is to say, how a mask of the personality expresses and realizes itself from the perspectives of the Jung's analytical psychology. The persona, defined as the upmost external personality, involves social behavior playing a specific role to establish constant relationship with others in a society. With increasing demand in a society, individuals get to adapt to outer environment by playing his/her given role in various masks of personality. In this way, although persona acts as a major function in relationship with outer world, it would exert a negative influence on formation of self-identity because of the inconsistency between consciousness and unconsciousness when immersed only in mask of personality, complying excessively with the demand of group. However, persona does not always have a negative effect on relationships. Developed adequately to fulfill its social function, persona is helpful to establish a healthy self-identity with balanced control between inner world of unconsciousness and outer world of consciousness. From these perspectives, this study can identify how the desire of mask hidden inside of each character expresses to function in a positive or negative way by analyzing characters in the film according to integrated pattern and correlation between consciousness and unconsciousness. Additionally, I hope that the psychological research methods in this study will be full of help for interpreting on a character analysis as a theoretical approach.

Online Consumer's Shopping Value for Word-of-Mouth Behavior: Moderating Effect of Personality (소비자 쇼핑가치가 웹사이트 구전행위에 미치는 영향: 인성의 조절효과를 중심으로)

  • Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.588-590
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    • 2013
  • This study aims to explore and understand better how consumers' value orientation relates to consumer's intention to use and Word-of-Mouth behaviors in using Web sites. Consumers have perceptions of the shopping value they acquire during their experiences in navigating Web sites. This consumer's shopping value is considered as utilitarian shopping value, information shopping value, and hedonic shopping value. The current paper proposes that value orientation of consumers in Web sites would consequently affect consumer attitude such as intention to use and Word-of-Mouth. In addition, the research investigates the moderating effect of consumer's personality between consumer's shopping value and consumers' attitude in Web sites. For testing the hypothesized research model, survey and Lisrel analysis are conducted. The findings emphasize that online providers need to focus on the perceived values most salient to consumers in order to improve their profitability. Furthermore, providers may also identify the reason why consumers perceive these values much lower when using the Web sites.

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Diagnosis of Organizational Culture: Focused on Public Institutions (조직문화에 대한 진단: 공공기관을 중심으로)

  • Lee, Hyangsoo;Lee, Seong-Hoon
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.9-16
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    • 2017
  • Organizational culture provides organizational members with identity, homogeneity and behavioral guidance, and promotes organizational commitment and enhances the stability of social systems. What organizational culture positively influences organizational performance? In this study, we tried to categorize organizational culture as creativity, change, cooperation, trust and knowledge sharing for specific public institutions and to diagnose the organizational culture by examining the level of recognition of the organizational members. The purpose of this study is to investigate the effect of organizational culture on organizational culture. The result of this study shows that the degree of future - oriented and cooperative culture of the public institutions that are the subject of research is not so high. In order to improve the performance of the organization, it is necessary to create a futuristic and cooperative culture. In order to create such a culture, various efforts must be made to continuously communicate and build trust among the members of the organization. In particular, leadership efforts to distribute, transfer, and trust authority to subordinates are a priority. In other words, it is very difficult to build a future-oriented, collaborative culture successfully without the efforts of managers.