• 제목/요약/키워드: enjoyment methods

검색결과 96건 처리시간 0.025초

밀레니얼세대 안전직 근로자의 잡 크래프팅 경험 탐구: S에너지를 중심으로 (Exploring the Job Crafting Experience of Millennial Safety Workers: Focusing on S Energy Company)

  • 송성숙
    • 대한안전경영과학회지
    • /
    • 제23권4호
    • /
    • pp.11-21
    • /
    • 2021
  • In order to explore the job crafting experience of millennial safety workers, this study conducted a qualitative case research with five safety workers of S Energy from March 26 to September 27, 2021 . As a result of the analysis, task crafting showed 'matching one's strong suit with a given task', 'expanding work knowledge using social network service (SNS)', and 'making changes in job performance methods for preemptive safety management activities'. Also, Cognitive crafting showed 'recognition of social vocation as a safety job', 'recognition of a role to grow as a safety management expert', and 'cognitive changes from means of organizational adaptation to enjoyment and energy of life'. At the same time, in relation crafting, 'establishment of amicable relationships through SNS in non-face-to-face and rapid communicating situations', 'safety management made through with mutual cooperations between business people', and 'reborn as a mutual safety net in business relationships' appeared. These can be used as basic data to accumulate the theoretical basis for job crafting research of millennial safety workers and to improve their job satisfaction. A follow-up study was proposed for safety workers with occupations of various kinds.

라이브 커머스의 상호작용이 소비자의 감정반응 및 행동의도에 미치는 영향에 관한 연구 (A Study on the Impact of Live Commerce Interaction on Consumer Emotional Responses and Behavioral Intentions)

  • 손옥영;김병재
    • Journal of Information Technology Applications and Management
    • /
    • 제31권2호
    • /
    • pp.35-49
    • /
    • 2024
  • With the development of e-commerce, live streaming e-commerce, as an emerging marketing method, is on the rise. It integrates various ways of information delivery, providing consumers with unprecedented shopping experiences, particularly through its interactive nature, which can increase audience engagement and immersion. This study delves into how interactive elements in live streaming e-commerce influence consumer emotions and purchase intentions. By employing literature review and empirical analysis methods, we analyzed various interactive factors in the live streaming e-commerce environment and revealed the process through which these factors stimulate audience emotions and lead to specific purchasing behaviors. The results confirm that the interactive appeal of live streaming e-commerce significantly influences consumers' positive emotional responses, consequently enhancing purchase intentions. This study aims to explore the relationship between the interactive features of live streaming e-commerce and consumer emotional responses and purchase intentions, thereby filling theoretical gaps in the field of live streaming e-commerce and proposing new marketing theories. Additionally, by analyzing how interactive features stimulate consumers, optimal live content strategies can be proposed for live streaming e-commerce platforms and hosts, thus aiding in the improvement of marketing strategies and sales effectiveness.

Improvement of Upper Extremity Function and Leisure Satisfaction of Children with Brain Lesions through Sports Stacking Activities: A Case Study

  • Ae-Lyeong Kwon;Ki-Jeon Kim
    • The Journal of Korean Physical Therapy
    • /
    • 제36권2호
    • /
    • pp.53-60
    • /
    • 2024
  • Purpose: This study aimed to investigate changes in upper extremity joints and leisure satisfaction in children with brain lesions through sports stacking activities. Methods: A sports stacking program was conducted on three children with brain lesions who had upper extremity joint limitations and joint range of motion lower than the normal range. It was conducted 10 times, 1 to 2 times a week, 40 minutes each time. Upper extremity joint angles were measured using a goniometer in the order of shoulder, elbow, wrist, and fingers, and leisure satisfaction was measured using a smile evaluation. Results: As a result of measuring the upper extremity joint angles, all three children showed slight angle changes in the shoulder, elbow, and wrist areas. Differences in joint angles appeared differently for each child. Smile evaluation results were evaluated in various psychological, educational, and physical aspects. Only child A was evaluated for Smile Evaluation No. 1. Conclusion: Sports stacking activities changed the upper extremity function of children with brain lesion disorders and showed differences in psychological, physical, and educational aspects of leisure satisfaction. As this is a short-term study result, the change in upper extremity function is minimal, but if sports stacking activities are continued, it will be a rehabilitation program that can prevent upper extremity dysfunction and improve physical strength. Accordingly, continuous attention should be paid to increasing accessibility and enjoyment of daily life according to individual characteristics and level.

User Experience Study on First Aid Training Using Virtual Reality

  • Narmeen Alhyari;Shaidah Jusoh
    • International Journal of Computer Science & Network Security
    • /
    • 제24권8호
    • /
    • pp.21-31
    • /
    • 2024
  • This study investigates the user experience (UX) of first aid training using virtual reality (VR) technology. As VR continues to be adopted for educational and training purposes, it is important to understand how learners perceive and engage with this medium for developing critical skills, such as first aid. In this study, we developed a VR application called "VR First Aid" that includes training modules on three emergency scenarios: heatstroke, shock, and seizure. The application has both tutorial and hands-on training components. We conducted a UX study by administering a questionnaire to participants. The UX of learning through the VR application was then compared to using a traditional e-book format. Results indicate that participants perceived stronger internal behavior control with the e-book but reported better confirmation, engagement, enjoyment, and intention to use when training with the VR system. Gender differences were also explored, revealing that female participants expressed greater interest in learning through the VR platform compared to male participants. These findings provide insights into the strengths and limitations of VR-based first aid training compared to traditional methods. Implications for the design and deployment of VR training systems are discussed, with a focus on optimizing the learner experience and learning outcomes.

유비쿼터스 환경에 대한 언론보도와 수용자의 인식유형에 관한 연구 (A Study on Media Coverage and Recognition Type of Users about Ubiquitous Environment)

  • 유승관;이제영
    • 한국언론정보학보
    • /
    • 제32권
    • /
    • pp.169-207
    • /
    • 2006
  • 본 논문에서는 디지털 온라인시대의 유비쿼터스 환경에 대해서 언론의 보도 내용 및 태도와 함께 일반대중들이 지니고 있는 다양한 관심이나 주관적인 성향(느낌, 견해)들에 대한 유형을 살펴봄으로써, 유비쿼터스 환경이 어떠한 특성과 의미를 보여주고 있는지를 알아보았다. 이를 위해 유비쿼터스 환경을 미디어가 어떻게 프레이밍 하였는가를 먼저 프레이밍 이론의 시각에서 살펴보고, 이러한 프레이밍이 수용자의 개인적 수준에서의 해석적 프레임으로 볼 수 있는 주관적 인식과 어떤 유사성이나 차이가 존재하는지 그 연결점을 알아보기 위해서 주관성연구를 실시하였다. 유비쿼터스 환경에 대한 일반대중들의 수용형태를 살펴본 결과, 4가지의 유형으로 분류되었는데, 제 1유형(N=11)은 긍정적 보편 주도형(Positive Universality Leading Type), 제 2유형(N=4)은 회의적 신중 선호형(Uncertain Prudence Preference Type), 제 3유형(N=3)은 미래 문화적 향유형(Future Cultural Enjoyment Type), 제 4유형(N=2)은 부정적 효과 전망형(Negative Effect View Type)으로서, 각 유형마다 독특한 특징이 있는 것으로 확인되었다. 결론적으로 수용자들은 대체로 미디어가 제시한 프레임에 의해 유비쿼터스 환경을 인식하고 있었으나, 다른 한편 확고한 주관과 정체성에 기초하여 유비쿼터스 환경을 인식하고 있어 미디어 프레임과 수용자 인식 사이의 관련성이 존재하지만 이외의 중재변인이 또한 존재하여 향후 이에 대한 탐색의 필요성이 있음을 확인할 수 있었다.

  • PDF

이모티콘 사용동기, 플로우, 사회적 영향력이 이모티콘 사용태도 및 구매의도에 미치는 영향 (The Role of Motives, Flow, and Social Influence in Attitude and Purchase Intention to Emoticons)

  • 정보희;김한구
    • 경영과정보연구
    • /
    • 제35권2호
    • /
    • pp.27-44
    • /
    • 2016
  • 스마트폰 사용이 보편화 되면서, 모바일 인스턴트 메신저(MIM)의 사용 역시 대중화 되고 있다. 최근 MIM 내 그래픽 이모티콘은 사용자들 간 의사소통을 원활하게 하기 위한 도구로서의 역할을 하고 있는 동시에, 기업 입장에서는 이모티콘의 판매가 주요 비즈니스 모델 중 하나로 인식되고 있다. 이렇듯 이모티콘이 하나의 상품으로 MIM 서비스의 주요 비즈니스 모델로 인식, 개발되고 있는 현 시점에서 이모티콘 구매의도에 직접적으로 영향을 미치는 요인들에 대해 탐색한 연구는 매우 드문 실정이다. 따라서 본 연구는 이러한 학문적, 실무적 간극(gap)을 메우고자 이모티콘의 사용동기, 사용태도 및 구매의도에 영향을 미치는 요인들 간 관계에 대해 탐색해보고자 하였다. 본 연구의 실증분석 결과, MIM 내의 이모티콘 사용동기는 크게 이모티콘 사용에 대한 지각된 유용성과 지각된 즐거움으로 구성될 수 있으며, 지각된 유용성과 지각된 즐거움은 이모티콘을 사용한 대화 시, 몰입의 정도와 사회적 영향력에 모두 정(+)의 영향을 미치는 것으로 나타났다. 또한 이러한 이모티콘 사용동기와 플로우, 그리고 사회적 영향력은 최종적으로 이모티콘 사용태도에 긍정적 영향을 미쳤으며, 이모티콘 사용태도가 호의적일수록 이모티콘 구매의도도 높게 나타나는 것으로 밝혀졌다. 그러나 플로우(flow)와 사회적 영향력(social influence)은 구매의도에 직접적인 영향을 미치지는 않았다. 본 연구는 아직 그 연구가 활발하게 진행되지 않은 폐쇄형 SNS 내의 상품으로서의 이모티콘에 대한 구매의도와 그 동기 간 관계를 실증적으로 검증했다는 점에서 그 의의가 있다.

  • PDF

동계스포츠 참여자의 성취목표성향이 재미요인 및 참여만족에 미치는 영향 (The Effect of Achievement Goal Orientation and Enjoyment of Winter Sports Participants on Participation Satisfaction)

  • 조석연;김대훈
    • 한국응용과학기술학회지
    • /
    • 제40권5호
    • /
    • pp.1092-1103
    • /
    • 2023
  • 본 연구는 국내 동계스포츠 참여자의 성취목표성향이 재미요인 및 참여만족에 어떠한 영향을 미치는지 규명하는 연구로서 총 326개의 설문지가 본 연구에 사용되었다. 자료처리 방법으로는 SPSS PC/Program(Version 27.0)을 사용하였으며, 통계적 방법으로는 빈도분석, 신뢰도 분석, 탐색적 요인분석, 상관관계분석, 다중회귀분석을 사용하였다. 성취목표성향, 재미요인, 참여만족의 통계적 영향을 검증한 결과는 다음과 같다. 첫째, 성취목표성향이 재미요인에 미치는 영향을 검증한 결과 성취목표성향의 하위요인 자아목표성향, 과제목표성향이 재미요인 하위요인 운동능력, 운동효용, 친목도모, 자기만족 요인에 유의한 영향을 미치는 것으로 나타났다. 둘째, 성취목표성향의 하위요인 자아목표성향, 과제목표성향이 참여만족의 하위요인 시설, 비용, 강습, 대인관계 및 건강 요인에 유의한 영향을 미치는 것으로 나타났다. 셋째, 재미요인의 하위요인 운동능력, 운동효용, 친목도모, 자기만족이 참여만족 하위요인 시설, 비용, 강습, 대인관계 및 건강 요인에 유의한 영향을 미치는 것으로 나타났다.

취약계층 노인의 경로식당 급식 서비스 경험에 관한 질적 연구: 침묵의 밥 (A Qualitative Study on the Experiences of Congregate Meal Services from the Low-income Elderly)

  • 서선희;유은주;안지윤
    • 대한영양사협회학술지
    • /
    • 제19권3호
    • /
    • pp.298-308
    • /
    • 2013
  • The elderly population in Korea is rapidly growing. As the population ages, meals become a greater concern, as physical and psychological health problems are directly affected by dietary life, especially for the lower-income elderly. Although the government provides support through a free congregate meal service, there is a lack of systematic management of this meal service. This study investigates the experience of the elderly, especially the symbolic meaning and issues regarding the congregate meal service in their dietary life, to establish strategies for improving congregate meal services. Qualitative data was collected from ten elderly receivers of meal services through in-depth interviews and data was analyzed using Colaizzi's phenomenological research methods. Overall, 90 significant statements, 13 formulated meanings, and five theme clusters were deduced. The five theme clusters for the importance of meal services to the elderly included the followings: "a real meal", "enjoyment of living", "maintenance of regular life", "place for social life" and "meal of silence". We found that the elderly regarded the congregate free meal service not only as meals to appreciate but also as a form of social life. Furthermore, the elderly did not typically express any complaints regarding congregate meal services because they are free. The results showed that it might be difficult to evaluate the quality of meal services based on the opinions of the service receivers. This study suggests it is necessary to develop multilateral evaluation methods to reflect the needs of the elderly and to improve the congregate meal services at elderly welfare centers.

은유(metaphor)분석을 통한 예비유아교사들의 놀이중심교육에 대한 인식연구 (A Study on Pre-service Early Childhood Teachers' Perception of Play-oriented Education through Metaphorical Analysis)

  • 김혜윤
    • 문화기술의 융합
    • /
    • 제9권4호
    • /
    • pp.357-362
    • /
    • 2023
  • 본 연구는 은유분석을 통해 놀이중심교육에 대해 예비유아교사들이 어떠한 인식을 하고 있는지 조사하여 예비유아교사들이 생각하고 있는 놀이중심교육의 의미를 파악하고자 하는데 목적이 있다. 연구대상은 경상남도 C시에 소재한 4년제 및 3년제 대학교 유아교육과에 재학중인 예비유아교사들로 최종 183명이 참여하였다. 연구도구로 놀이를 은유적으로 표현하고 그 이유를 서술하도록 한 질문지를 사용하였다. 수집된 자료는 체계적 은유분석 단계를 적용하여 분석하였다. 연구결과 놀이중심교육에 대한 예비유아교사들의 은유적 표현 범주에서 교수학습방법이 가장 많았으며, 환경, 즐거움·행복, 자율, 성장발달, 상호작용관계, 유아주도, 삶의 본, 흥미, 창의성, 잠재력, 가변성, 일상, 시작과 끝의 모호성, 자연스러움, 기타 순으로 분류되어 나타났다. 이러한 연구결과를 바탕으로 개정 누리과정에서 놀이중심교육을 어떻게 구현할 것인지에 대한 구체적인 예비유아교사교육 방법에 대한 시사점을 제공할 수 있을것이다.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제16권2호
    • /
    • pp.267-277
    • /
    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.