• Title/Summary/Keyword: Entertainment Experience

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A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

Representational aspects and effects of K-food in K-content (K콘텐츠에서 K푸드 표상 양상과 효과)

  • Jaeeung Yoo;Hyunkyung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.165-170
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    • 2024
  • 'K-contents' is in the spotlight worldwide. As the prefix 'K' became popular, interest in K-food(Korean food) also increased. Various studies on K-contents are being conducted, but research on K-food is still very limited. References and articles about K-food are mainly limited to the overseas expansion, marketing status, and sales of domestic brands, and a few research papers deal with only cases of a specific brand's overseas expansion. This paper aims to analyze how K-food is represented in TV unscripted shows and TV series produced in Korea and what their effects are through empirical works. Among the unscripted shows based on food, they are estimated that the point of competitiveness as K contents deal with foreigners' Korean food experiences. Representative examples here are the way foreigners who visit Korea experience Korean food as part of their Korean culture experience, or the type of temporarily setting up a restaurant overseas to sell Korean food to local people. However, the problem with such shows are that it lacks long-term appeal because it is based on the 'Gukbbong(a slang term for 'extreme nationalism')' sentiment. The exposure of K-food in K-contents creates a tremendous advertising effect. It is judged that the current status and analysis of K-contents based on K-food can help establish the direction of future program production and the identity of K-food.

A phenomenon Study on Acceptance Universe of K-pop Audience : Focused on Group Aespa's Universe Case (K-pop 수용자의 세계관 수용 현상 연구 : 그룹 에스파의 세계관 사례를 중심으로)

  • Kim, Nakyung
    • Trans-
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    • v.12
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    • pp.173-222
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    • 2022
  • This thesis examines the 'universe' acceptance phenomenon, currently used as a content strategy in the K-pop field, from the perspective of K-pop audiences, and then attempts to identify their experience of acceptance and the meaning of the universe. For this, tweets related to the universe acceptance experience of Aespa, the group utilizing the universe as a content strategy the most actively, were collected, and this data was analyzed according to a phenomenological approach, an approach to explore the structure of personal experience and the essence of a phenomenon. As a result of analyzing using Moustakas' method, the semantic structure of the universe acceptance phenomenon of K-pop audiences was derived based on 21 thematic units. It was found that current K-pop audiences are experiencing active cultural consumption rather than unilateral or passive through acceptance of the universe. This means that K-pop audiences have the characteristics of active audiences that produce meaning, interact with other fans, and exert influence on outside of community. At the same time, these characteristics affect acceptance of the universe. Simultaneously, through active acceptance experience, it is found that K-pop audiences give a new meaning in the K-pop universe, as "marketing assets", "fandom community assets", and "K-pop industry expansion assets." Among them, the recognition of 'marketing assets' was reaffirmed as a basis for supporting related previous studies. In addition, it derived the new values of the universe in the K-pop field by discovering the meaning of "fandom's specific assets" and "assets of the K-pop industry for expansion". These meanings had not been found that previous studies from the producers' point of view. And then, for the purpose of expanding the value of the universe in the future, it was discussed the direction of the new meaning of the universe. Finally, this study is meaningful in that it revealed the semantic structure of the universe acceptance phenomenon and discovered a new meaning of the universe in the K-pop field. Additionally, it was intended to contribute to expanding the field of research by suggesting various follow-up studies from various perspectives.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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A Study on the Acceptance of Convergence System of Broadcasting, and Telecommunication, and Their Relative Efficiency Focusing on IPFV (방송과 통신 융합시스템의 수용 및 상대적 효능에 관한 연구: IPTV를 중심으로)

  • Um, Myoung-Yong;Lee, Sang-Ho;Kim, Jai-Beam
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.25-49
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    • 2009
  • Advances in technology have resulted in the emergence of new information systems. The convergence of IT and manufacturing sectors has blurred the boundaries among industries. Also, such convergence has become established as a paradigm to build a new area. Especially the convergence of broadcasting and telecommunication, notably in the case of IPTV (Internet Protocol Television), is among the most salient examples of its kind in recent years as a major case of disruptive technology innovation. Despite its much fanfare, such convergence, however, has not fulfilled the expectation; it has not produced positive economic effects while negatively affecting the growth of IPIV. Stakeholders in and around IPIV including telecommunication companies, broadcasting corporations, and government bodies wish to gain control of IPTV under their wings. IPTV has drifted in the midst of conflicts among the stakeholders in and around IPTV, particularly telecommunication and broadcasting organizations in a broad sense. Our empirical research intends to deal with how audiences accept IPTV and how firms provide IPTV services to utilize their resources. Three research questions in this paper include, first, whether Technology Acceptance Model (TAM) can sufficiently explain the acceptance of IPTV as an information system. The second question concerns with empirically testing the playful aspect of IPTV to increase its audience acceptance. Last, but not least, this paper deals with how firms can efficiently and effectively allocate their limited resources to increase IPTV viewers. To answer those three main questions of our study, we collect data from 197 current subscribers of high speed internet service and/or cable/satellite television. Empirical results show that 'perceived usefulness (PU) $\rightarrow$ Intention to use' and 'perceived ease of use (PEU) $\rightarrow$ Intention to use' are significant. Also, 'perceived ease of use' is significantly related to 'perceived usefulness.' Perceived ease of handling IPTV without much effort can positively influence the perceived value of IPTV. In this regard, engineers and designers of IPTV should pay more attention to the user-friendly interface of IPTV. In addition, 'perceived playfulness (PP)' of IPTV is positively related to 'intention to use'. Flow, fun and entertainment have recently gained greater attention in the research concerned with information systems. Such attention is due to the changing features of information systems in recent years that combine the functional and leisure attributes. These results give practical implications to the design of IPTV that reflects not just leisure but also functional elements. This paper also investigates the relationship between 'perceived ease of use (PEU)' and 'perceived playfulness (PP).' PEU is positively related to pp. Audiences without fear can be attracted more easily to the user-friendly IPTV, thereby perceiving the fun and entertainment with ease. Practical implications from this finding are that, to attract more interest and involvement from the audience, IPTV needs to be designed with similar or even more user friendly interface. Of the factors related to 'intention to use', 'perceived usefulness (PU)' and 'perceived ease of use (PEU)' have greater impacts than 'perceived playfulness (PP).' Between PU and PEU, their impacts on 'intention to use' are not significantly different statistically. Managerial implications of this finding are that firms in preparation for the launch of IPTV service should prioritize the functions and interface of IPTV. This empirical paper also provides further insight into the ways in which firms can strategically allocate their limited resources so as to appeal to viewers, both current and potential, of IPTV.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

The Effects of Social Class on the Leisure Activities in Korea: based on types and satisfaction of leisure activities (사회계층 변수에 따른 여가 격차 : 여가 유형과 여가 및 삶의 만족도를 중심으로)

  • Nam, Eun-Young;Choi, Yu-Jung
    • Korea journal of population studies
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    • v.31 no.3
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    • pp.57-84
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    • 2008
  • This study investigates the patterns of leisure in Korea and the effects of social class on the objective and subjective dimension of leisure activities and life satisfaction. A data set of 1376 Korean men and women over 18 years old is analyzed to yield five main results. First, Korean prefers domestic entertainment to outdoor activities as is exemplified by domestic audio-visual entertainment(TV/DVD/VCR) which ranks the highest in the favored leisure activity. Leisure activities are divided into four types; "activity-based", "relationship-based", "alcohol-based", "relaxation". Second, the function of leisure activity is to strengthen relationships. The main purpose of leisure activity is to relax and revitalize, while creating prospective social network ranks next to relax. But the effect of leisure time is often compromised by recurring thoughts related to work. Third, respondents with high educational and economic backgrounds are more likely to engage in "relationship-based," "activity-based", "alcohol-based" leisure type. However, such factors do not influence on "relaxation" type of leisure. While students and housewives rank highest in number of respondents, respondents with managerial/professional or white-collar/semi-professional occupations enjoy more diverse activities. Fourth, the effort to discern the significance of social class with respect to the leisure-activity-index revealed followings; the index scores elevate with higher education, younger age and higher income. Fifth, leisure-activity-index is the most important variable predicting leisure satisfaction. Leisure satisfaction is influenced by gender, age, income and occupation. The younger the age and higher the income, the higher it is the leisure satisfaction. Men are more satisfied with leisure activities than women. Students experience the highest satisfaction with leisure activities while service/sales workers, industrial/technical/blue-collar workers shows the least satisfaction. Also, the number of family members decreases significantly the leisure satisfaction. While "activity-based" leisure induces the highest satisfaction, "alcohol-based" leisure produces the least satisfaction. The frequency and diversity of leisure activities, and "activity-based" leisure incur the most positive effects on the life satisfaction.

Qualitative Study on Experiences of Responding to COVID-19 of Therapists in Long-term Care Hospitals (요양병원 치료사의 코로나19 대응 경험에 대한 질적 연구)

  • Bae, Won-Jin;Park, Ju-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.337-347
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    • 2021
  • This study is a qualitative study conducted to provide basic data for therapists working in long-term care hospitals to improve their countermeasure strategies for new infectious diseases and improvement of the treatment room infection management system, and to help therapists understand their infection management work. Colaizzi's phenomenological research method was applied as the research method. Telephone interviews were conducted with nine occupational therapists and physical therapists working in nursing hospitals. The contents of the interview were recorded with the consent of the study subjects, and additional confirmation was received by email. The recorded content was analyzed after transcription, and the meaning and nature of the experience coping with COVID-19 were described. The content was organized into 6 themes, 17 main meaning and 49 meaning units. In accordance with the COVID-19 situation, the infection control system has been strengthened by reinforcing infection control education in nursing hospitals, practicing infection control, and supervising infection control outside business hours. It was found that the treatment environment was changed due to the restriction of treatment activities by practicing distancing in the treatment room, adjusting rest and meal times during working hours, and strengthening infection control. In addition, the therapist's role has been expanded and the paradigm of treatment has changed, such as considering the untact intervention, and they have experienced cohort quarantine, pre-tested for COVID-19, vaccinations, and side effects from COVID-19. However, due to the infection work, the therapist's work burden is increased, and the person is experiencing fear, depression, and work stress from the spread of COVID-19. They were also aware of the need for nursing hospital care personnel support, such as guaranteeing rest after vaccination and providing infection control tools and equipment. The results of this study are expected to be used as basic data for human and physical support for the development of infectious disease response strategy programs in nursing hospital treatment rooms and for infection control in nursing hospitals.