• Title/Summary/Keyword: 행위몰입

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A Study on Tourism Experience Sharing Using Tourist's Social Networking Service According to Attention Desire: The Moderating Effect of Gender (관심욕구에 따른 관광객의 소셜 네트워킹 서비스를 이용한 관광경험 공유에 대한 연구: 성별의 조절효과)

  • Hee Chung Chung;Namho Chung
    • Information Systems Review
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    • v.19 no.2
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    • pp.37-56
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    • 2017
  • A rapid increase was observed among individuals who want to communicate through a Social Networking Service (SNS). The increasing number of SNS users who create and share information resulted in a huge volume of SNS information. This deluge of information decreases the interest of SNS users, thereby prompting them to generate stimulating and exaggerated information to draw attention to themselves. This study aims to examine the effect of SNS users' desire for attention and share their tourism experience. This study utilizes use and gratification theory and investigates the moderating effect of gender. The analysis shows that the desire for attention influences sharing of tourism experience through compliance and identification at the level of SNS commitment. Gender difference was observed between compliance and identification. This study provides theoretical and practical implications based on the results.

A Study on the User's Response to the Flight Action in 3D Game -Focused on 3D MMORPG Aion- (3D 게임에서 '비행' 행위에 대한 사용자의 반응 연구 -3D MMORPG Aion을 중심으로-)

  • Bae, Kyoung-Mi;Kim, Kyu-Jung;Kim, Inseop
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.33-46
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    • 2012
  • This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users' psychological behavior in order to enhance user's participation and the completion level of 3D game. This research also analyzed the difference between the user's response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user's desire to fly according to the virtual world' topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users' playing time and absorption in flight process, users' impulse following game level, and users' need to fly as a convenience of flying properly.

A Study about Impact of Mindfulness on Perceived Factors of Information Technology Acceptance (마음챙김이 정보기술 수용의 인지적 요인에 미치는 영향 연구)

  • Hyun Mo Kim;Ying Ying Pang;Joo Seok Park
    • Information Systems Review
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    • v.21 no.1
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    • pp.1-22
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    • 2019
  • 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.

The Relationship Between Perceptions of Organizational Politics and Job Attitudes: The Moderating Effect of Trust in Supervisor (조직정치지각과 직무태도간의 관계: 상사에 대한 신뢰의 조절효과)

  • Lee, Kyu-Man;Do, Kwang-Seob
    • Korean Business Review
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    • v.18 no.2
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    • pp.61-81
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    • 2005
  • As to the research method for this study, it examines the conceptional understanding of organizational politics along with existing theories, prior research and prior models on the perception of organizational politics. Empirical analysis concerning the six hypothesis of the research, is carried out based upon returned questionnaires. The subjects of the survey were more than sergeant executive of 51 units R.O.K Army. Out of the 350 copies of the questionnaire, 323 copies were returned of which 294 were used for analysis. Results indicated that perceptions of organizational politics were negatively related to job attitudes(eg. job satisfaction, organizational commitment, organizational citizenship behavior). The relationship between perceptions of organizational politics and organizational citizenship behavior was moderated by trust in supervisor. Finally, implications and future research suggestions are discussed.

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A Study of Relationships Hardiness, Coping Behaviors and Organizational Commitment of General Hospital Employees (종합병원 종사자의 강인성, 대응행위 및 조직몰입과의 관계)

  • Hwang, Seo Yeon;Seo, Eun Hui;Park, Seon Il
    • Journal of Korean Academy of Nursing Administration
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    • v.19 no.2
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    • pp.196-206
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    • 2013
  • Purpose: This descriptive correlation study was done to identify the hardiness, coping behavior, and organizational commitment of general hospital employees and show how these variables affect increases in role performance and problem solving ability to have a positive influence on organizational harmony. Methods: A quantitative, descriptive research design was used with a sample of 368 employees working in general hospitals in M and C cities. A survey was used to collect the data. Results: The score for perception of hardiness of general hospital employees was 2.85, and coping behavior was 2.40, both out of a possible 4 points, and organizational commitment, 3.03 out of a possible 5 points. There were statistically significant positive correlations between hardiness and coping behavior (r=.33, p<.001), also between hardiness and organizational commitment (r=.51, p<.001), and also between coping behavior and organizational commitment (r=.22, p<.001). Conclusion: The results of the study indicate that hardiness, coping behavior, and organizational commitment in general hospital employees have positive correlations, and thus hospital administrators should explore ways of increase individual employee hardiness and coping behavior, and make efforts to harmonize their organizations by enhancing organizational commitment.

The Effect of Process Oriented Guided Inquiry Learning Using Mobile Augmented Reality on Science Achievement, Science Learning Motivation, and Learning Flow in Chemical bond (화학 결합에서 모바일 증강현실을 이용한 과정기반 안내탐구학습이 과학 학업 성취도, 과학 학습 동기, 학습 몰입감에 미치는 영향)

  • Jeon, Young-Eun;Ji, Joon-Yong;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.42 no.3
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    • pp.357-370
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    • 2022
  • In this paper, we developed an augmented reality learning tool suitable for chemical bond learning and proposed a process-oriented guided inquiry learning using mobile augmented reality (POGIL-MAR) to find out how it affects science achievement, science learning motivation and learning flow. Participants were 139 10th-grade students from a coeducational high school in Gyeonggi-do, and they were randomly assigned to the control group (TL), the treatment group 1 (POGIL), and the treatment group 2 (POGIL-MAR). They learned the concept of the chemical bond from the Integrated Science subject for four class periods. Results of two-way ANCOVA revealed that the POGIL-MAR group scored significantly higher than the other groups in a science achievement test, science learning motivation test, and learning flow test, regardless of their prior science achievement. In addition, in the case of the low-level group, the POGIL-MAR group showed a statistically significant improvement in achievement compared to the TL and POGIL groups. The MANCOVA analysis for sub-factors of science learning motivation show that the POGIL-MAR group had significantly higher scores in intrinsic motivation, career motivation, self-determination, self-efficacy, and grade motivation. In particular, the interaction effect between the teaching and learning method and the level of prior achievement was significant in the intrinsic motivation. Meanwhile, the MANCOVA analysis for sub-factors of learning flow show that the POGIL-MAR group had significantly higher scores in clear goals, unambiguous feedback, action-awareness merging, sense of control, and autotelic experience. Based on the results, educational implications for effective teaching and learning strategy using mobile augmented reality are discussed.

A Multi-Agent Architecture for Dynamic Environments (동적인 환경을 위한 다중 에이전트 구조)

  • 원용대;이수원
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.108-110
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    • 1998
  • 가상환경은 3D 컴퓨터 시뮬레이션을 통해 실제 작업환경에서 작업하는 것과 같은 몰입감을 사용자에게 줄 수 있지만, 동적인 가상환경은 발생하는 문제들이 복잡하기 때문에 하나의 단일 에이전트로 주어진 문제를 해결하기에는 한계가 있다. 따라서 복잡한 문제들을 작은 문제들로 모듈화 시켜서 해결해야 하는데, 이에 적합한 시스템이 다중 에이전트 시스템이다. 다중 에이전트 시스템은 여러 에이전트들이 협동하여 문제를 해결해야하기 때문에 에이젼트들과의 통신문제와 정보의 공유, 그리고 동적으로 변화되는 가상환경과의 효율적인 상호작용 방법 등이 중요한 문제가 된다. 본 논문에서는 Soar라는 인공지능 아키텍처를 이용하여 이러한 다중 에이전트 시스템을 모형화하는 방법에 대해 기술하고 가상현실 시스템과 동적으로 상호작용 하면서 추론/계획하고 행위를 생성하는 방법을 제시한다.

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Design and Implementation of Collaborative Learning Tool Using LTI in Smart Devices (Smart Devices에서 LTI(Learning Tool Interoperability)를 활용한 협력학습 도구의 설계 및 구현)

  • Chang, Kun-Won;Park, Sang-Yun
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06d
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    • pp.28-31
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    • 2011
  • 최근 이러닝의 연구방향의 변화는 기존의 Courseware를 중심으로 한 LMS(Learning Management System)기반의 학습관리 위주의 기능에서 학습자의 학습행위를 보조하고 지원하기 위한 학습 환경의 제공으로 관심이 옮겨지고 있다. 기존 LMS에서는 여러 가지 문제점이 존재하고 있는데 학습자의 만족도를 높이기 위한 다양한 콘텐츠 수의 부족, 이종의 시스템간의 콘텐츠 재활용의 불가, 콘텐츠 단가의 하락으로 인한 고급의 콘텐츠 부재, 학습몰입도의 저하 등이 핵심이슈로 떠오르고 있다. 제안하는 시스템은 학습자들의 자기주도적인 학습을 가능하게 하는 다양한 학습도구를 제공하고 더불어 기반 플랫폼에 상관없이 이종의 시스템에서 모두 실행이 가능한 LTI 기반의 학습환경을 제공함으로써 학습자 스스로 학습계획과 교육 분야를 선택할 수 있어 스마트한 학습을 지원할 수 있다.

The Effect of Internet Shopping Mall User's Customer Satisfaction on Trust, Commitment, and Customer Loyalty Behaviors (인터넷 쇼핑몰 이용자의 고객만족이 신뢰, 몰입, 고객충성행위에 미치는 영향)

  • Park, Jun-Chul
    • Asia pacific journal of information systems
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    • v.13 no.3
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    • pp.131-149
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    • 2003
  • This paper examines internet shopping mall user's customer satisfaction and their consequent attitude and customer loyalty behaviors. For this purpose, internet shopping mall user's customer satisfaction is proposed to affect trust, and commitment, and consequently to influence customer loyalty behaviors. This study, which used data from customers of internet shopping malls, showed satisfactory data-fit of the proposed model and supported five of the six research hypotheses. The empirical results indicated that customer satisfaction take significant effect on trust, and commitment, and the trust and commitment in turn have strong influence on customer's loyalty behaviors. It was confirmed that both trust and commitment variables are effective mediators linking internet shopping mall user's customer satisfaction and their loyalty behaviors.

Study of strengthening Metaphor for increasing the experience of presence in internet of things -Invisibly Visible (사물인터넷에서 프레즌스의 경험증대를 위한 메타포 강화연구 -보이지 않게 보이게)

  • Kwon, yang-hee;Lyu, jae-ha;Kim, sang-wook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.97-98
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    • 2016
  • 뉴미디어 아트에서 사용자의 몰입(sensor immersion)은 작품의 메타포(Metaphor)를 강화하고, 사용자에게 프레즌스(Presence)를 증대시켜 줄 수 있는 중요한 요인이 된다. 미디어 아트 Invisibly Visible은 3D 영상콘텐츠와 함께 응답형 물리환경을 실제 공간에 제공함으로써 사물인터넷(Internet of Things) 세상에서 사람중심의 행위가 예술작품의 자연스러운 참여형태로 이루어지는 뉴 미디어 아트의 새로운 장이 될 수 있으리라 기대한다.

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