• 제목/요약/키워드: Immersion Strategy

검색결과 52건 처리시간 0.022초

인게이지먼트 관점에서 선거전략의 후보자 몰입에 관한 정치 인게이지먼트 모델(PEI)연구 - 제 18대 대통령 선거에서 대학생들이 후보자를 선택한 기준을 중심으로 (A Research on Political Engagement Index(PEI) Model about Election Strategy's Immersion in Candidate in Perspective of Engagement -Focusing on university students standard of selecting candidate in election for 18th president)

  • 김만기;김규현
    • 디지털융복합연구
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    • 제11권8호
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    • pp.1-10
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    • 2013
  • 정치캠페인에서 유권자들의 표심(share of mind)을 읽는 중요성이 증가함에도 불구하고 인게이지먼트(engagement)를 정치캠페인 관점에서 분석한 연구가 없다. 따라서 본 연구의 목적은 인게이지먼트적 관점에서 정치캠페인의 후보자 몰입(immersion)에 대한 질적지표인 정치인게이지먼트 지수(Political Engagement Index : PEI)산출을 통해 정치광고홍보 전략을 위한 과학적 자료를 제공하고자 한다. 이를 위해 2012년 12월 19일 제 18대 대통령선거에 출마했던 A, B 두 후보자를 대상으로 삼았다. 설문지 응답 대상은 이번 대선에서 이외로 투표 참여율 낮은 젊은 층에게 설문하였다. 본 연구는 광고, 홍보, 정치여론과 시청률 등의 정량적 평가를 뛰어 넘어 질적 내용분석이 갖는 제한점을 보완하고자 하는 정성적 평가이다. 평가속성은 8개 유목에 PEI는 0~100점 사이에 분포하도록 설계하여 PEI 가 50 이상이면 보통 이상의 몰입, 50 이하면 보통 이하의 몰입도 의미하도록 했다. 본 연구의 모형은 정치캠페인전략의 방법론적 연구발전에 기여하게 될 것이다. 또한 향후 각 정치캠페인의 선거전략에서 이를 마이크로 타깃팅으로 활용할 수 있을 것이다.

증강현실 그림책 현황과 유아의 몰입도 (Current Status of Augmented Reality Picture Books and Preschooler's Immersion)

  • 한유미;원순옥
    • Journal of Information Technology Applications and Management
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    • 제29권1호
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    • pp.47-57
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    • 2022
  • The purpose of this study is to analyze the current status of augmented reality picture books, which have been steadily developed since 2010, as a genre of electronic picture books, and to reveal how children's immersion in augmented reality picture books differs from paper picture books. To this end, 30 augmented reality picture books on the market were analyzed according to genre, life theme, implementation method, and augmented reality scene ratio. As a result of the study, it was found that the genre of picture books was in the order of information fairy tales, daily fairy tales, and historical fairy tales, and there were no traditional or fantasy fairy tales. Animals and plants accounted for about half of the life topics, and in some cases, there were only a few or no other life topics. In the augmented reality implementation scene, it consisted of only one page in the early days, but all pages are now possible to implement augmented reality due to technology development, production cost reduction, and improved hardware performance of smartphones. It was found that the augmented reality implementation method used CD-ROM in the early days, but gradually became possible to implement using only mobile phones and tablets that were easy for readers to access. In addition, after presenting four picture books to eight 5-year-old infants, the immersion time was measured and the immersion behavior was observed. As a result, augmented reality picture books showed higher immersion[immersion time, immersion behavior] than paper picture books, but compared by literature genre, life fairy tales were higher in paper picture books and natural fairy tales in augmented reality picture books. It was higher when presenting augmented reality picture books after presenting paper picture books according to the order of presentation of picture book types. The results of this study suggest that more diverse life topics and augmented reality picture books in the genre of children's literature should be developed to increase the utilization of augmented reality picture books. In addition, considering that there are differences in immersion between types, literary genres, and reading experience [presentation order], it is expected to increase the educational effect by using picture books complementarily.

만성 발목 불안정성 환자군과 정상인 군의 발바닥 감각기능 저하에 따른 운동학적 보행 패턴의 변화 (Plantar Hypoesthesia Alters Gait Kinematics Pattern in Individuals with and without Chronic Ankle Instability)

  • Kang, Tae Kyu;Lee, Sae Yong;Lee, Inje;Kim, Byong Hun;Jeong, Hee Seong;Kim, Chang Young
    • 한국운동역학회지
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    • 제31권2호
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    • pp.79-86
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    • 2021
  • Objective: The purpose of this study was to identify the effect of reduced plantar cutaneous sensation on gait kinematics during walking with and without CAI. Method: A total of 20 subjects involved in this study and ten healthy subjects and 10 CAI subjects participated underwent ice-immersion of the plantar aspect of the feet before walking test in this study. The gait kinematics were measured before and after ice-immersion. Results: We observed a before ice-immersion on plantar cutaneous sensation, CAI subject were found to reduced ankle dorsiflexion, knee external rotation, hip adduction, and internal rotation compared to control subject. After ice-immersion, CAI subjects were found to reduce knee external rotation, hip adduction. However, no significant ankle joint kinematics. Conclusion: While walking, gait pattern differences were perceived between groups with and without plantar cutaneous sensation. The results of the study may explain the abductions in the hip angle movements in CAI patients at initial contact compared to healthy subjects in the control group when plantar cutaneous sensation was reduced. A change in proximal joint kinematics may be a conservative strategy to promote normal gait patterns in CAI patients.

로봇활용수업이 학생의 학습몰입 향상에 미치는 효과 (The Effects of the Robot Based Instruction on Improving Immersion Learning)

  • 김경현
    • 컴퓨터교육학회논문지
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    • 제14권2호
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    • pp.1-12
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    • 2011
  • 본 연구는 로봇활용수업이 학생의 학습몰입에 향상에 미치는 효과를 살펴보는 것이다. 본 연구의 결과, 로봇활용수업을 실시한 후의 학습몰입도 점수는 실시 전에 비해 유의미하게 향상되었으며, 학습몰입도 9개 하위요인 모두 유의미하게 향상된 것으로 나타났다. 성별에 따른 학습몰입도 점수 역시 남학생과 여학생 간에 유의미한 차이가 나타나지 않아 로봇활용수업은 학습자의 성별에 관계없이 학생의 학습몰입을 향상시키는 것으로 나타났다. 과목별 차이를 검증한 결과, 7개 과목 중에서 국어, 과학, 미술 과목에서 학생의 학습몰입을 유의미하게 향상시키는 것으로 드러났다. 이상의 결과는 첫째, 로봇활용수업이 실제적인 과제와 실천 중심의 교수 학습 환경을 바탕으로 과제에 대한 주인의식과 내적동기를 북돋우기 용이하다는 점과, 둘째, 로봇매체의 교육적 장점을 극대화하고 그에 따른 적절한 수업환경을 제공한 데서 연유한 것으로 판단된다.

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증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로 (Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable)

  • 조남재;왕암서;정은정;유기섭
    • Journal of Information Technology Applications and Management
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    • 제28권6호
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    • pp.1-21
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    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

선행 디자인 혁신 전략이 기업 성과에 미치는 영향 (The Effects of Advanced Design Innovation Strategy on Business Performance)

  • 김용욱;송인암;황희중
    • 유통과학연구
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    • 제11권10호
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    • pp.27-36
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    • 2013
  • Purpose - This paper empirically studies the effects of advanced design innovation strategy on business performance, to investigate manufacturing industries that can develop design-driven-innovation strategies. Many researchers now recognize the importance of design in a CEO's decision-making process. To analyze these effects, this study deduces the definition of advanced design strategy by reviewing existing studies. The advanced design is a strategy that is applied to improve business performance instead of the appearance of a product for increasing its sales. In terms of business processes, the advanced design strategy is defined as the incorporation of business activities prior to the development of the product, to offer new experiences and values to users, from those designs. Research design/data/methodology - This paper establishes a model for empirical analysis. In this study, we derived factors of the characteristics of advanced design based on previous studies. We tried to investigate whether advanced design innovation strategy and entrepreneur's characteristics could have any impact on business performance. At the same time, we tried to find out the moderating effect of entrepreneurs' characteristics. The advanced design is made up of three elements: precedence, integration, and immersion of design activities. These three elements are independent variables for the model. The dependent variables are: increased rate of sales, R & D performance, and public image of the company. Specifically, this study establishes a CEO's characteristics as a moderating variable between the independent and dependent variables. Results - We proved that the level of entrepreneurs' characteristics has a moderating effect on the business performance. The findings of this study offer the following theoretical implications. The precedence of design activities positively affects the increased rate of sales by offering new experiences to users and creating new values. The integration of design activities also has a positive effect on the R&D performance. In addition, the immersion of design activities positively influences all the elements comprising business performance. The analysis of moderating variables elucidates that CEO's characteristics have a moderating role between precedence, integration, and immersion of design activities, and business performance. Conclusions - The practical implications of the study are as follows. This study contributes to the progression of advance design theories by conducting an empirical study on the advanced design concept. More importantly, the empirical study on the CEO group seeking exploratory innovation supports Verganti's "design-driven innovation" concept, according to which design can make innovation successful by offering useful values to users, as evident in the case of many innovative companies, such as Nintendo and Apple. Future studies need to investigate the reliability of practical examples, including the various activities of business. We suppose that there may be real differences between the results of this study and the applicative situation in the presence of a CEO group.

The Impact of Investment Information Technology-based Fund Attributes on Trust, Satisfaction, Emotional Immersion, and Reinvestment Intentions

  • Seongwon Kim;Jungmann Lee;Hongkeun Kim
    • Journal of Information Technology Applications and Management
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    • 제30권5호
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    • pp.83-105
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    • 2023
  • The purpose of this study was to investigate the impact of investment fund attributes such as fund product characteristics, returns on fund investment (ROI), internal controls, and after service on fund investor behavior based on investment information technology. In addition, we also examined how customers reinvest through emotional immersion, company trust and company satisfaction of investment firms in the context of fund investment. First, empirical results show that fund product characteristics, returns on fund investment, and financial firms' internal controls and after service act as signals to fund investors to shape their reinvestment intentions. Second, while investors are generally perceived to be interested only in investment returns, this study also shows that they consider both fund product characteristics and fund investment returns, which are core attributes of funds, as well as financial firms' internal control and after service, which are non-core attributes. Third, we find that company trust is an important factor in investors' reinvestment intentions, showing that investors are more likely to reinvest in a fund if they perceive the financial firm to be trustworthy and reliable. Finally, these findings emphasize that investors consider not only tangible aspects of fund products, such as fund product characteristics and returns on fund investment, but also intangible factors, such as financial firms' internal control and after service, and trustworthiness. Taken together, another implication is that the more advanced the investment information technology of financial firms, the more trust, satisfaction, immersion, and reinvestment intentions of investors will increase.

패밀리레스토랑의 웹사이트를 활용한 인터넷마케팅 전략에 관한 연구 (A Study on the Internet Market ing Strategy uh ich applies the web site for Family Restaurant)

  • 진양호;전진화
    • 한국조리학회지
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    • 제8권1호
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    • pp.1-21
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    • 2002
  • A study is on the market ing strategy which applied the web site for family restaurant. The internet marketing that the firm uses to attract consumer needs and it can be said to be the strategic effort to cope with dynamic environmental change in the market with strategic flexibility which has competitive advantage and increase its profitablelity. This study establish an internet marketing strategy plan and it presented. First, it constructs a data base using CRM and it manages with to create the benefit model. Second, it constructs the trusted relationship of the customer using Permission marketing. Third, the virus marketing is effect ive to create customers in short duration. Forth, e-mai1 marketing for target customer is also effective Fifth, experienced marketing provides the good experience and an immersion. Sixth, tie-in marketing which co-operate with the other company is magnifies a category of customer therefore this study about internet marketing action will be hopefully continued.

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기독교 대학의 예비유아교사 전공수업에서 비대면수업 방식에 따라 학습동기 유형이 몰입에 미치는 영향 탐색 (Exploring the effect of Learning Motivation type on Immersion According to the Non-Face-To-Face Teaching Method in the Major Classes for Preschool Teachers at Christian Universities)

  • 이은철
    • 기독교교육논총
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    • 제69권
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    • pp.139-162
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    • 2022
  • 본 연구는 비대면 수업 방식에 의해 몰입에 대한 학습동기의 영향을 검증하였다. 이를 위해서 유아교육을 전공하고 있는 101명의 대학생을 연구대상으로 선정하였다. 연구대상의 평균 연령은 22.6세이며, 비실시간 비대면 수업을 수강한 학생은 51명이며, 실시간 비대면 수업을 수강한 학생은 50명이다. 연구는 비대면 수업이 종료된 이후에 몰입 수준과 학습동기 유형을 측정하였다. 측정된 자료는 기술통계분석과 다중회귀분석을 사용하여 분석하였다. 그 결과, 전체 학생을 대상으로 한 결과는 몰입에 대해 수행접근목표가 가장 많은 영향을 주었고, 숙달목표지향이 다음으로 영향을 주었다. 수행회피지향은 영향을 주지 못했다. 비실시간 비대면 수업 학생들은 수행접근목표지향이 몰입에 영향을 주었고, 실시간 비대면 수업 학생들은 숙달목표지향이 영향을 주었다. 본 연구 결과를 통해서 얻을 수 있는 시사점은 다음과 같다. 첫째, 비실시간 비대면 수업은 실수와 실패가 없도록 기초적인 지식과 기능에 대한 내용을 다루어야 한다. 둘째, 비실시간 비대면 수업은 적절한 난이도를 가지고 있는 과제들을 마감 시간을 두고 수행하도록 해야 한다. 셋째, 실시간 비대면 수업은 실수와 실패에 대한 두려움을 낮추어야 한다.