• Title/Summary/Keyword: Behavioral immersion

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The Effects of Preschooler's Self-regulation and Maternal Parenting Behavior on Preschooler's Game Immersion (유아의 자기조절력과 어머니의 양육행동이 남녀 유아의 게임몰입성에 미치는 영향)

  • Kim, Kyoung-Hoe;Chung, Jee-Nha
    • Korean Journal of Human Ecology
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    • v.23 no.2
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    • pp.219-229
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    • 2014
  • The purpose of this study was to investigate the effects of preschooler's self-regulation and maternal parenting behavior on preschooler's game immersion. Subjects were 253 4- to 5-year-old preschoolers(118 boys, 135 girls) and their mothers. Data were analyzed by descriptive statistics, t-test, correlation analysis and stepwise multiple regression analysis. The major findings are summarized as follows: (1) preschooler's game immersion differed from preschooler's gender. Boy preschooler had higher score than girl preschooler in game immersion. (2) Both boy and girl preschooler's game immersion was negatively correlated with preschooler's behavioral regulation and emotional regulation, maternal rational guidance, limit-setting and affection. (3) The most influential factor on boy preschooler's game immersion was behavioral regulation. On the other hand, the most influential factor on girl preschooler's game immersion was emotional regulation, and the next influential factor was maternal affection. Results of this study indicate that self-regulation enhancement program should be developed and mothers should be more affective with their preschoolers in order to prevent preschoolers' game immersion.

Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

A Study on the Effects of R&D Employee's Personality Type(MBTI) and Working Conditions on Organizational Effectiveness : Personality Type(MBTI) Focused on Actions (연구개발 인력의 성격유형(MBTI)과 근무환경이 조직유효성에 미치는 영향에 관한 연구 : 성격유형(MBTI)중 행동유형을 중심으로)

  • Park, Jung-Oun;Lee, Maeng-Jeon;Chung, Young-Bae
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.35 no.3
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    • pp.136-147
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    • 2012
  • The human resources of an enterprise is very important to survive in these days of business environment. This study investigates the influence of four behavioral types in MBTI (Myer-Briggs Type Indicator) and working conditions on organizational effectiveness. Job satisfaction and immersion have been regarded as a key conception of organizational effectiveness. The focus of this study is to investigate the effects of R&D employee's four behavioral types in MBTI and working conditions on organizational effectiveness. The results of this study show that organizational effectiveness is influenced by personality types and working conditions. According to the result, First, about the analysis of differences in job satisfaction, EP (Extraversion Perceiving)-type (3.56) and EJ (Extraversion Judging)-type (3.43) are higher than IJ (Introversion Judging)-type (3.07) and IP (Introversion Perceiving)-type (3.03) of four behavioral types in MBTI. So an enterprise makes various efforts to enhance job satisfaction for IJ (Introversion Judging)-type and IP (Introversion Perceiving)-type. Second, For improving the organizational effectiveness that is job satisfaction and immersion, an enterprise must make favorable working conditions to each four behavioral types in MBTI of R&D employees. In order to improve job satisfaction, the enterprise will provide IJ (Introversion Judging)-type with support for collegiality and IP (Introversion Perceiving)-type with good relationships with superiors. and also the enterprise gives autonomic authority to EJ (Extraversion Judging)-type. Finally, in the case of EP (Extraversion Perceiving)-type, the enterprise must admit failure for efforts. In order to improve job immersion, the enterprise will provide IP (Introversion Perceiving)-type with good relationships with superiors, the vision of company and compensation for creative work. and also the enterprise gives autonomic authority to EJ (Extraversion Judging)-type.

A Comparative Study of Immersiveness in and through an Empirical Approach (<모네, 빛을 그리다展>과 <반 고흐 인사이드: 빛과 음악의 축제>의 실증적인 접근을 통한 몰입적 특성에 대한 비교 연구)

  • Rhee, Boa;Seo, Jane;Ha, Seung Wan
    • Journal of Korea Multimedia Society
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    • v.20 no.4
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    • pp.686-695
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    • 2017
  • The purpose of the study is to analyze the impact of storytelling factor, technical factor and exhibition environment factor on the degree of satisfaction, degree of immersion and immersion types in and . Our findings show that the degree of satisfaction not only has a significant correlation with the degree of immersion, but also influences on the holding power and behavioral intention. According to the results of correlation analyses, three factors have an impact on the degree of satisfaction and immersion. Immersion factors influence negatively on Focused Attention and Heightened Enjoyment, however, the factors effect positively on Temporal Dissociation and Curiosity. As the influence of immersiveness on the degree of satisfaction and immersion, and immersion types have been verified, this study offers a fresh understanding of the importance of immersion factors as evaluation criteria for digital exhibitions.

Computer Game Immersion and Children's Psychosocial/Behavioral Characteristics (아동의 컴퓨터게임 몰두성향과 심리사회 및 행동적 특성에 관한 연구)

  • Song, Suk-Ja;Sim, Hee-og
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.27-41
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    • 2003
  • Data for this study on computer game immersion were collected from 538 1st through 6th grade students with the use of questionnaires. Instruments included the computer immersion scale, and the self-concept, social avoidance and anxiety, aggression, and impulsiveness scales. Results showed that boys were more involved in computer games than girls, and 6th graders were more immersed than 1st through 5th graders. Self-concept, social anxiety, aggression, and impulsivity differed by degree of computer game immersion. Aggression was the most powerful explanation of computer game immersion. Children higher in impulsivity and social anxiety were more involved in computer games. Children higher in self-concept were less involved in computer games.

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A Study on the Factors Affecting the Attitude and Behavioral Intention toward the Instagrammable Exhibition: A case study on <Yumi's Cell Special Exhibition>

  • Ji-Su, Park;Bo-A, Rhee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.27-38
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    • 2023
  • The purpose of this study is to shed light on the relationship between perceived value(PV), attitude toward the exhibition(ATYCSE), and behavioral intention toward the exhibition(BITYCSE) through literature review and quantitative research, focusing on <Yumi's Cells Special Exhibition (2020)> as an Instagrammable exhibition. The exhibition has strong entertainment experience quality, and taking pictures has a positive correlation with the satisfaction as well as the immersion, while sharing the viewing experience on Instagram does not influence on the ATYCSE in terms of the PV. Satisfaction also has meaningful correlations with the immersion and the detail factors of BITYCSE. In particular, it can be confirmed that the storytelling factor occupied a superiority over the exhibit factors or the exhibition environment of the Instagram-friendly exhibition, and through this, the importance of storytelling was confirmed. This research unveils implications for the influence of the interactivity and participatory features of the Instagrammable exhibition on the ATYCSE as a potential factor of PV, and the importance of storytelling in Instagrammable exhibitions.

An Exploratory Investigation Of Player Loyalty To Online Games (온라인게임 충성도에 미치는 영향요인에 관한 연구)

  • 조남재;백승익;류경문
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.2
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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Antinociceptive and anti-inflammatory activities of Pandanus fascicularis Lamk. leaves in animal models

  • Panda, Prabhudutta;Panda, DP;Panda, PK;Nayak, SS
    • Advances in Traditional Medicine
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    • v.7 no.5
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    • pp.485-493
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    • 2008
  • The present study was carried out to elucidate the potential of, chloroform extract of Pandanus (P.) fascicularis Lamk (Family-Pandanaceae) leaves on antinociceptive, behavioral study and anti-inflammatory effects using various animal models The dried, powdered leaves of, P. fascicularis were extracted successively with petroleum ether ($60\;-\;80^{\circ}C$) and chloroform in soxhlet apparatus. The chloroform extract (yield 21.6% w/w with respected to dry powdered plant material) was selected for all experimental procedure. Two models were employed to investigate the effects on nociception, the tail immersion and hot plate method in Swiss albino mice and anti inflammatory effect were investigated by employing the carrageenan induced rat paw edema test in. adult Wister albino rats. Behavioral study was investigated by elevated plus maze method in Swiss albino mice. Results were revealed that the PFCE was found significant antinociceptive effect (P < 0.001) at the dose levels of 100, 200 and 400 mg/kg, orally in mice and produced remarkable antiinflammatory effect (P < 0.001) at the same dose levels used in the rats. Behavioral study of the PFCE has no significant anxiolysis effect when used orally. It concludes that, PFCE possessed remarkable antinociceptive effect and anti-inflammatory effect but no anxiolytic effect on animal models.

Effect of Feet Cooling and Feet Warming on the Behavioral Temperature Regulation (족부의 냉각과 가온이 행동성 체온조절에 미치는 영향)

  • Jeong, Woon-Seon
    • The Korean Journal of Community Living Science
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    • v.18 no.4
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    • pp.681-686
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    • 2007
  • This study was conducted to investigate the effects of the thermally different states of human feet on temperature regulation in winter season. Five healthy female students of age 20 volunteered as subjects to participate in the study. Physiological responses such as rectal temperature and skin temperatures as well as subjective responses of thermal comfort and thermal sensation were observed. Preferred clothing and preferred temperature were also evaluated in terms of behavioral temperature regulation. The results obtained through the experiment were statistically analyzed using paired t test. Rectal temperature was decreased greater (p<.01) and mean skin temperature was maintained higher (p<.01) in feet wanning than in feet cooling. Results of preferred clothing were coincident with those of general thermal sensation. There was a higher tendency to prefer temperature in feet wanning than feet cooling in the morning. It was concluded that keeping feet skin temperature lower in the early morning and higher in the late evening would be effective in terms of regulating circadian rhythm of core temperature.

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Relation Research on Participation Valence and Learning Flow of Adult Learner in the Credit Bank System (성인학습자의 학점은행제 참여 유의가와 학습몰입 관계 연구)

  • SONG, Kyoung-Hwa;JUNG, Ju-Young;AHN, Young-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.5
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    • pp.1209-1219
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    • 2016
  • In knowledge based society, lifelong learning is increasing in order to meet educational needs of adult learners. Credit Bank system which is credited by individual experience, learning and qualifications are also emphasized for continuing learning participation. However, in spite of the importance of concern in the Credit Bank System, adult learners expectation and value are not high. The purpose of this study is to analyze participation valence and learning flow of adult learner in the Credit Bank System. The result of this study is summarized as follows: first, adult learners participated in the Credit Bank System to get new knowledge and skill based on internal and external motivation and requirement not involved with individual degree. Second, adult learners participating in the Credit Bank System are experiencing learning flow realizing that behavior of participation is compensated, adult learners are concentrating and feeling with satisfaction and pleasure to study. Third, participation in the Credit Bank System based on adult learner's own right learning requirement have been analyzed as it has a positive effect to the learning flow and have indicated that adult learners having high level of valence experience, recognition immersion, behavioral devotion, and egoistic immersion. Based on the conclusion, further studies are suggested.