• Title/Summary/Keyword: flow experience

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An empirical study on the influencing factors of learning through knowledge sharing live streaming - Based on live streaming platform in China (지식 공유 라방 학습 영향요인에 대한 실증 연구 - 중국 라이브 방송 플랫폼을 기반으로 하여)

  • Liu, Yi;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.197-211
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    • 2021
  • The emergence of knowledge-sharing live streamers provides more diversified content to the live streaming platform. Analysis of the factors affecting the intention to use knowledge sharing live streaming users can allow the live streaming platform to understand better the adoption characteristics of users who follow this type of content. Help platform operators provide better services and help live streaming platforms innovate. Based on the TAM model, this research uses questionnaire surveys and structural equation models to construct a conceptual model of the influencing factors of users' intentions in the knowledge sharing live streaming and conduct an empirical analysis on the influencing factor models. The results of data analysis show that a significant influence of users' attitudes of knowledge sharing live streaming is perceived usefulness, followed by flow experience; perceived value has a positive impact on users' attitudes and intention to use, and the positive influence of users attitude significantly affect the user's intention.

The Effect of flow experience of online Taekwondo demonstration on participation and re-visibility : For adult women (온라인 태권도 시범 공연의 플로우(Flow) 경험이 관여도 및 재관람의도에 미치는 영향 : -성인 여성을 대상으로-)

  • Seo, Eun-Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.415-424
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    • 2021
  • This study aims to identify the impact of flow experience on participation and re-view of online taekwondo demonstrations on adult women, and provide practical data to revitalize online taekwondo demonstration performances, promote visitors, and promote adult taekwondo trainees. Visitors who watched the "High Kick" online taekwondo demonstration performance performed by the Kukkiwon Taekwondo Demonstration Team were selected as a population, and a total of 248 copies of the data were finally used by distributing online questionnaires. First, the difference in flow, involvement, and re-visibility due to female visitors' experiences in taekwondo is the perception, time distortion, and involvement except pleasure factors among flow sub-factors. There is a difference in the factors of re-viewing. Second, among the flow factors of online taekwondo demonstration performances, the factors of attention, pleasure, and time distortion were found to have had a positive impact on involvement. Third, the flow factor of online taekwondo demonstration shows a positive effect on the intention of re-watching. Fourth, the level of participation in online taekwondo demonstrations has a positive effect on the intention of re-watching. The results of this study suggest changes in attitudes and behavior, such as increased involvement of female visitors and intention of re-viewing, and it is believed that online performances will help establish a new non-face-to-face cultural performance system.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Internal Flow Characteristics of a Francis Hydro Turbine Model by Internal Flow Passage Shapes

  • Chen, Zhenmu;Wei, Qingsheng;Singh, Patrick Mark;Choi, Young-Do
    • The KSFM Journal of Fluid Machinery
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    • v.18 no.5
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    • pp.19-25
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    • 2015
  • As a core component of a hydropower station, hydro turbines play a vital role in the integration of a power station. Research on the technology of hydro turbine is continuously increasing with the development of water electricity. On the basis of one-dimensional loss analysis, for three-dimension design, there are a lot of dimension of the internal flow passage shapes that are determined by experience. Therefore, the effect of the internal flow passage shapes on the performance and internal flow characteristics of a Francis hydro turbine model is investigated in this study. In this study, the small curvature of runner blade trailing edge shape is good for improving the efficiency of Francis turbine. The straight stay vane leading edge is good for suppressing the secondary flow. Moreover, suitable tongue passage shape and stay vane number improve the performance of the turbine considerably.

The Effect of the Perceived Interactivity, Trust, and Flow by on the Purchase Intention of the Fashion Merchandise between Different Internet Shopping Mall Types (인터넷 쇼핑몰 유형에 따른 지각된 상호작용성, 신뢰, Flow가 패션상품 구매의도에 미치는 영향)

  • Na, Youn-Kue;Suh, Hyun-Suk
    • Fashion & Textile Research Journal
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    • v.11 no.5
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    • pp.720-731
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    • 2009
  • The current study investigates the customer's perceived interactivity, perceived trust, and flow of the Internet shopping-mall. The TAM(Technology Acceptance Model) was applied to see the effect on the individual's attitude toward the shopping-mall via purchase intention. To fulfill the study objectives, a total of 806 questionnaires were distributed to the customers with first-hand experience with fashion merchandise in Internet shopping-mall. The judgement sampling method was employed on sample population ages from 20's to 40's over one month period. The result showed the following. First, the perceived interactivity had an effect on perceived trust, usefulness, Flow in all shopping mall types. but there was no effect in the relationship between the two-way Interactivity and the perceived usefulness in the Specialty Internet Shopping-mall model. Second, perceived trust and Flow had an effect on perceived usefulness in all shopping mall types. Third, perceived trust, usefulness and Flow had an effect on the attitude toward shopping-mall in all shopping mall types. Forth, perceived trust, usefulness, Flow and attitude toward shopping-mall had an effect on purchase intention of fashion merchandise in all shopping mall types.

An Analysis on the Affecting Factors, Reading Disposition of Reading Flow of Elementary and Second Students (초.중등 학생의 독서 플로우 성향과 요인 분석에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of Korean Library and Information Science Society
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    • v.41 no.4
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    • pp.51-72
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    • 2010
  • Csikszentmihalyi has given the term 'flow' to describe intense engagement or complete absorption in a task and behaviors. Activities as diverse as rock climbing, art, dance, motorcycling, and work has been reported as producing flow, but the most common optimal experience noted in the research is reading. This paper examines the disposition of reading flow of elementary and second students in Korea, and analyzed on the affecting factors in reading flow. Questionary for this study made of 36 items, including reading text, reading purpose, reading method etc. This study participated by 40 elementary & secondary schools, surveying 1,836 students. In order to verify the disposition and factors of reading flow used Chi-square, crosstabulation, factors by SPSS18.

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Predictive Speed Modeling on Urban Freeway Ramp Junctions under the ITS Setting (ITS 상황하의 도시고속도로 유출입 램프 영향권 속도 예측모형 구축에 관한 연구)

  • 김동수;김태곤
    • Journal of Korean Port Research
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    • v.14 no.4
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    • pp.419-427
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    • 2000
  • Today travel demand continues to increase with spread of economic zones. Also, urban freeway plays an important role in intra-zone transportations as a major corridor in a big city. However, most of urban freeways experience a severe congestion with the excess of inflowing or outflowing traffic through freeway ramps. The purpose of this study is to identify the traffic characteristics, analyze the relationships between the traffic characteristics and finally construct the speed predictive models on the ramp junctions of urban freeway under the intelligent transportation system(ITS) settings. From the analyses of traffic characteristics following results were obtained: ⅰ) 24 hours average traffic characteristics flow, occupancy, speed under the ITS settings showed about 40%, 38%, 8.8% increase each on urban freeway junctions period when compared with that under the non-ITS settings each other. Free flow speed and traffic flow on the mainline sections of urban freeway under the ITS settings also showed about 20% and 17% increase when compared with that under the non-ITS, respectively. ⅱ) The upstream when compared speed( $S_{u}$)and downstream occupancy( $O_{d}$) were especially shown to have higher explanatory powers on the stable flow ramp junctions, but the upstream speed( $S_{u}$) and downstream flow( $V_{d}$) were especially shown on the unstable flow ramp junctions of urban freeway under the ITS settings.ngs.ngs.

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Analysis of spray cone angle of air assisted flash atomization (공기보조식 (air-assisted) 플래쉬 분무의 분무 각 확대 특성 연구)

  • Yu, Tae-U;Kim, Sae-Won;Bang, Byong-Ryeol
    • Journal of ILASS-Korea
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    • v.10 no.1
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    • pp.1-9
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    • 2005
  • When the water jets heated up to the saturation temperature at a high line pressure are sprayed into a reduced (atmospheric) pressure through an air-assisted nozzle, the jets experience sudden exposure into a reduced pressure, get superheated and produce steam bubbles while atomization processes of jets are taking place. This process is called flash atomization. In this study the flash atomization of superheated water jets assisted by air has been studied. Sprays with flash atomization have been photographed at various water and air flow rates and water superheats. It has been found that the spray angle with flash atomization increases with water superheat and water flow rate but decreases with air flow rate. The degree of change of spray angle has been analyzed and correlated as a function of superheat, air and water flow rates.

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An Outlook on Rotordynamic Pump Theory Development

  • Ni, Yongyan;Pan, Zhongyong
    • International Journal of Fluid Machinery and Systems
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    • v.10 no.2
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    • pp.99-118
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    • 2017
  • ECHO progress was defined to depict the rotordynamic pump theory development. Experience (E) era for pumps lasted nearly one and a half hundred years before the Industrial Revolution due to the low rotation speed of motor and undeveloped manufacture ability. Classic (C) theory referring to quasi-static performance as well as the items those were not able to be steadily resolved under the level were briefly and sophisticated outlined. Since 1962, flow instabilities and the dynamic responses had come into main attention with the development of the modern technologies such as ballistic missile, rocket and space shuttle main engine, and were finally heuristically (H) elucidated by talented scholars and researchers. Recently, new applications for the pumps open (O) to the surrounding fluid and diversity of the medium such as multiphase flow need more studies and some examples were briefly introduced to display the potential problems lastly.

A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning (HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구)

  • Kwon, Chongsan
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.