• Title/Summary/Keyword: User's Perception

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Design of Virtual Reality content for supervising abusement

  • Kim, Minji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.9-15
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    • 2019
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

A Dual-path Model for the Game's Motive for Subjective Happiness and Solitude (게임 선용동기가 행복과 고독에 미치는 이중경로 모형)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.55-64
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    • 2020
  • Despite the increasing influence of the game, the general perception of the game is still negative. In addition, there is a lack of understanding of game users. Therefore, this study aimed to grasp the user's motivation factors related to the good use of the game and to understand the positive and negative effects of the game on the user's attitude. The results of this study can be used to improve understanding of game users in the future, strengthen the competitiveness of the game industry, and improve youth guidance.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.270-275
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    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

Exploring the Impact of Library Public Forums on Users' Perception of Libraries: A Study Based on Their Experiences (공공도서관 공론장 경험에 따른 이용자의 도서관 인식 연구)

  • Yeon Ok Lee;Young Ah Kang;Durk Hyun Chang
    • Journal of Korean Library and Information Science Society
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    • v.54 no.1
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    • pp.269-293
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    • 2023
  • The aim of this study is to investigate whether library public forums, which are conducted as a part of the library's information services, affect users' perception of libraries. We analyzed the variations in users' perception of libraries based on their participation in public forums held by the public libraries. Data was collected through a survey of users from the Seongbuk Public Libraries in Seoul, which hold public forums. It was discovered that users' perception of public libraries varied depending on whether they had attended the library's public forums or not. The study revealed that users who participated in library public forums had a better understanding of the public libraries compared to those who did not. Specifically, users who participated in public forums exhibited a deeper comprehension of the library's roles, higher trust in the library, and a greater willingness to visit the library. In addition, we found that users acknowledged the importance of public forums in libraries and expressed a high level of interest and willingness to participate in them. Based on these findings, we discussed the implications of library public forums on users' perception of libraries and highlighted the need for information services that are based on public forums.

A Study on the Evaluation and Improvement of Staff Services Quality in Academic Library (대학도서관의 인적 서비스 품질에 관한 연구)

  • Kang, Hye-Young
    • Journal of Korean Library and Information Science Society
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    • v.41 no.4
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    • pp.127-150
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    • 2010
  • This study aims to analyze the gap between university students' cognitions and expectations on users' cognitions about dimensions of library staff service quality and the reason of gap. The results showed that the overal service didn't reach the users' minimum expectation. Among the every item of service quality, the greatest expectation service was the quick delivery of non home library materials and staff's politeness. The most great was in-depth subject services and friendly encounter. The staff service quality gave the library satisfaction; in-depth subject services, exact understanding of user needs and politeness. The great gaps were caused to the lack of willingness to answer question, the lack of communication, and the lack of user care etc.

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The Development on 3D Geographical Information Guide System using Augmented Reality (증강현실을 이용한 3차원 지리정보안내시스템 개발)

  • Kim, Hae-Dong;Kim, Ju-Wan;Kim, Dong-Hyun
    • Journal of Korean Society for Geospatial Information Science
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    • v.6 no.1 s.11
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    • pp.19-26
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    • 1998
  • In general, GIS provides a user with geographical information according to his requirements after a computer stores digitized spatial data from real scenes. Geographical information from digitized spatial data lacks of reality due to the exclusion of real scenes. However, Augmented Reality(AR) allows a user to see the real world with virtual objects superimposed upon or composited with the real world. Therefore it enhances a user's perception of the real world. In this paper, we present the development on 3D geographical information guide system using augmented reality that displays the real world with virtual objects such as building name, road name, etc., in real time.

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Study on Users' Perception of Digital Contents Traits and Intention (디지털콘텐츠 특성의 이용자 지각과 이용의도에 관한 연구)

  • Choi, Dong-Chun;Kim, Yong-Bum;Yoon, Ji-Eun
    • Proceedings of the Safety Management and Science Conference
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    • 2008.04a
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    • pp.157-179
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    • 2008
  • This study demonstrates some major traits of digital contents as information, playfulness, individuality, perceived recognition as perceived usefulness and perceived ease of use, relationship quality as satisfaction and commitment, user behavior as use intention. To make an empirical analysis the study, it is hypothesized that traits of digital contents and perceived recognition, traits of digital contents and relationship quality, perceived recognition and relationship quality, relationship quality and user behavior. Proposed theoretical model was based on TAM and was tested by the structure equation model for validity, credibility, goodness of fit. The major finding of this study can be summarized as follows, traits of digital contents are positively affected by perceived recognition, satisfaction in relationship quality and use intention via perceived recognition. Theoretical implication of this study are as follows. First, users wanted to choice only needed information. Second, users recognized digital contents as a part of life. So, user's ability is very important in this environment. According to this, business related with or interested in digital contents must have developed digital contents in variety aspect. Users must have concerned using digital contents, also.

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A Study on Librarians' Perception of Library User Privacy (도서관 이용자 프라이버시에 대한 사서인식 조사연구)

  • Noh, Younghee
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.3
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    • pp.73-96
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    • 2013
  • This study investigates how librarians view library user privacy. To this end, a four-part survey was conducted: respondents' opinions about the privacy of library users, the degree to which library records violate the users' privacy, the role libraries and librarians fulfill to ensure user privacy protection, and librarians' need for privacy education. Results showed that librarians were very aware of privacy issues, but they perceived that library users' privacy awareness was not high. In particular, they had little knowledge of what library records or which library tasks might have the potential to violate users' privacy. In addition, awareness efforts of librarians to ensure user privacy was very low. On the other hand, the need for library user privacy educational programs was shown to be very high, and the willingness to participate was also relatively high.

Landscape Elements and User Satisfaction in National Street: Focusing on Gwangwhamun Square (국가상징거리의 구성요소 특징과 만족도에 관한 연구: 광화문 광장을 중심으로)

  • Choi, Hyun-Ah;Cho, Young-Tae;Lee, Woo-Kyun
    • Land and Housing Review
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    • v.5 no.4
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    • pp.215-224
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    • 2014
  • National street has become one of open space for enhancing environmental qualities of city and country. In the developed countries such as France, U.K. U.S.A are designed symbolic malls, squares and street which are represented the historicity, culture and symbolic place. For place identity, we analyzed the relationship between element and user satisfaction in Sejong Avenue, Gwangwhamun Square. Data were analyzed using statistical methods such as descriptive statistics, ANOVA and correlation. Results of this study are as follows, i) factor analysis is carried out to extract spatial components and satisfaction. The satisfaction concerning transportation access was the higher than other factors, ii) user satisfaction was strongly correlated on the spatial elements, iii) user showed high user perception to study site. Results of this study can identify representative street management plan based on landscape elements and user satisfaction.