• Title/Summary/Keyword: Participation reality

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A Study on the Effect of Project Process Quality on Project Success : Focusing on SI(System Integration) Project (프로젝트 과정품질이 프로젝트 성과에 미치는 영향 : 시스템통합 프로젝트를 중심으로)

  • Ko, Deok-Seong;Park, So-Hyun;Kim, Seung-Chul
    • Journal of Information Technology Services
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    • v.18 no.2
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    • pp.75-96
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    • 2019
  • These days, many companies use information systems as a basis for organizational management activities and as an important component of sustainable management. Thus, securing and operating a high-quality information system that can improve the efficiency of business processes is a large part of corporate competitiveness. In order to get such a critical information system, it is only possible to successfully carry out the project. Various attempts and studies have been undertaken to increase the success rate of the project. However, the reality is that the success rate is still not getting much better. In this study, the concept of quality of service, which has long been actively studied in marketing area, was applied as a new factor to enhance the project's success. In this study, project performance activities were defined as the act of providing services. A survey of 164 valid collection data was analyzed. The analysis used SPSS 23. Four process quality factors (customer participation, customer response, knowledge and skills, reliability) and 21 metrics were derived. Through this research, I hope to be the starting point of applying process quality concept as a new breakthrough to increase success rate of project.

Metaverse R&D Promotion Strategy Reflecting Digital Ethics and UX (디지털 윤리와 UX를 반영한 메타버스 R&D 추진전략)

  • Bang, Junseong;Park, Pangun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.703-717
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    • 2022
  • Metaverse provides a simulated environment that can produce various values while conducting economic, social, and cultural activities in a digital society where the virtual and real worlds are connected. In this paper, the direction of technological progress is predicted by analyzing the characteristics of Metaverse services and their businesses. Technologies and latest researches for the realization of the Metaverse service platform are also explored. In addition, Metaverse Ethics to construct a sustainable Metaverse and Metaverse UX to increase users' service participation are also discussed. Moreover, the R&D promotion strategy for Metaverse services are presented.

Effects of Collaborative Learning in a Virtual Environment on Students' Academic Achievement and Satisfaction (가상 학습 공간에서의 협력 학습이 학업 성취도 및 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This experimental study was to examine the impact of collaborative learning in a virtual environment on students' learning outcomes and satisfaction. The collaborative virtual learning environment was created for a Korean history class for high school students. A total of 119 participants were recruited and were randomly assigned to either "collaborative group" or an "individual group." Students' academic achievements and satisfaction were collected as measurement tools to examine the effect of collaborative learning in the virtual learning environment and collected data were tested by independent sample t. The results showed that participation in collaborative groups had a significant positive effect on academic achievement and satisfaction than individual groups.

Luxury Fashion Brands Case Analysis of Using Metaverse (럭셔리 패션 브랜드의 메타버스 활용 사례 연구)

  • Kim, Yunmi;Kim, Jinyoung
    • Journal of Fashion Business
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    • v.26 no.3
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    • pp.50-71
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    • 2022
  • This study aimed to present pioneering data on the use of Metaverse through a case study on the use of Metaverse by luxury brands and to reveal the intrinsic value of Metaverse in the fashion industry. The study was conducted based on literature data such as various articles and papers related to Metaverse and cases of luxury brands. For luxury brands data, we used Interbrand and LYST. As a result, Gucci, Louis Vuitton, Balenciaga, and Burberry were selected. Examples of the use of luxury brands' Metaverse use include; Gucci actively embraced digital technology and used Metaverse technology for the most diverse purposes such as promoting new products, opening seasons, and experiences. Louis Vuitton and Balenciaga focused on the entertainment and games. Burberry focused on promoting and experimenting with new products. As a result of the study, the intrinsic value of the Metaverse is as follows. First, there are no restrictions on time, scale, and institution. Second, active information acceptance is possible; Information can be selectively accommodated through participation and communication using Metaverse. Third, customers and businesses interact in equal positions. As customers participate and communicate, their ties with companies deepen, thus the can create a brand image together. Through Metaverse fashion, customers experiences are not limited to reality and the can directly access optional information. Based on the above examples and values, we hope those fashion companies and Metaverse media will innovate desings to match the trends and the seasons.

A Design of AR Science Experiment Application for Education of 6th graders (초등 6학년을 위한 교육용 AR 과학실험 애플리케이션 설계)

  • Ki-Eun Kwon;Do-Hui Kim;Kyung-Min Park;Do-Yeon Jeon;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.193-199
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    • 2023
  • The purpose of this paper is to solve the difficulties of experimental education by using AR science experiments in class, prevent safety accidents, and maximize immersion through multilateral experiences to induce active participation. The problems with educational realistic content currently being developed were (1) the lack of exploratory content practically available in class, (2) the end of most applications with one-time content, and (3) the inability to interact between teachers and students. To solve these problems, we develop AR experiments according to the curriculum. It is developed so that teachers and students can use it together through the function that teachers can manage students.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

Violence Experiences of Community Mental Health Nurse (지역사회 정신보건간호사의 폭력경험)

  • Kim, Mi-Hye;Kim, Han-Na;Shin, Yoon-Mee;Oh, Hyun-Mi;Lee, Jeong-Seop
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8626-8636
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    • 2015
  • This study is a qualitative study to disclose the meaning and reality of violence experiences of the mental health nurses by the phenomenological approach. This study is done with the participation of 9 community mental health nurses who have work experiences more than 3 years in the city of S, from Nov 7, 2014 till Dec 21, 2014. The result of the study revealed that the violence experiences of this study participants may be categorized into 4 categories, 'a small boat running into a storm', 'open sea', 'a small boat lost of the sign post', 'a captain controlling the rudder' and may be identified with 11 theme cluster and 32 theme.Therefore violence from patients who have experienced mental health nurse could be found to affect even the identity of the mental health nurse as well as threaten safety of professionals. This may threaten the quality of service provided to the patient, so we have to accept reality as a serious problem. Also it has been preceded by what the support program development of the nursing organization for the nurse who is violence victims with preparing for violence Prevention. As the result we suggest that you prepare a practical measures for the safety and quality nursing services performed by mental health nurses.

A Study on Core Factors and Application of Asymmetric VR Content (Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.39-49
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    • 2017
  • In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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The awareness and response to reality of Yoon Hee Soon, a female fighter for independence (여성독립운동가 윤희순의 현실인식과 대응)

  • Shin, Seonghwan
    • (The)Study of the Eastern Classic
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    • no.71
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    • pp.71-98
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    • 2018
  • This study is aimed to figure out the way Yoon Hee-sun perceived the real situations of the society under the Japanese ruling and responded to overcome difficulties in the process of anti-Japanese independence movement. Yoon Hee-sun played an important role as a female activist of the righteous army movement in Kangweon-do and Manchuria. She was a daughter-in-law of Yu Hong-seok, wife of Yu Jae-won, and mother of Yu Don-sang. Three generations of her family had taken the lead in anti-Japanese independence movement. The Yus belonged to a school of 'Hwaseo' and devoted their lives to the independent movement based on the thought of 'wijung chuksa sasang', which means 'defending orthodoxy and rejecting heterodoxy'. They desired to go back to the past and recover as it was rather than building a new society. Therefore, their fights against Japan's invasion were not for establishing a modern nation-state but for recovering the royal authority of the existing order. Both her maiden home and her in-laws belonged to a school of 'Hwaseo' and Yoon Hee-sun couldn't go out of the boundary of her family background. Also, the motivation of her participation in the righteous army movement was based on the confucian values such as loyalty to the king, filial piety and fidelity. In particular, she possessed a high level of self-awareness not only as a wife but also as a woman. On the basis of this, she faced up to reality. For the more effective way of revolt against Japan's invasion, she determined to change the perception of women identified only as a wife of somebody. She thought her duty was to enlighten women through 'education'. As a result, manifestoes and songs supporting the righteous army movement were used as a powerful method.