• Title/Summary/Keyword: immersion theory

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A Study on the Influencing Factors of Overuse of the Seniors's Mobile Short Form Video (중장년층 모바일 숏폼 동영상 과다사용 행위의 영향요인 연구)

  • Han, Jing;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.173-184
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    • 2022
  • Focusing on the TikTok, this paper studies the factors that influence the use intention, flow and addiction of the elderly in short videos from three aspects of media attraction, perceived usefulness and user characteristics through quantitative research methods. In recent years, influenced by various factors, more and more seniors have begun to indulge in short form videos, which will do harm to their physical and mental health. Therefore, the researchers believe it is necessary to identify the behavioral intention of seniors and the path to addiction. According to the research results, the attractiveness of TikTok and the characteristics of seniors have a positive impact on the usefulness of media. In addition, the study confirms that media usefulness has an impact on use intention and use behavior, which may develop into immersion and addiction. This study not only supplements the classical TAM theory, but also provides a reference for helping seniors to use the Internet in a healthy way. The researchers look forward to expanding the research on the various Internet platforms used by seniors in different countries and regions.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

Behavioral Change of Workers who completed Experiential Safety Training (체험식 안전교육 이수 근로자의 행동 변화 연구)

  • Choonhwan, Cho
    • Journal of the Society of Disaster Information
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    • v.19 no.1
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    • pp.161-172
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    • 2023
  • Safety education delivered to construction workers in a lecture manner has limitations in concentration and immersion, so delivery power and interest are low. In order to improve unstable behavior through education and prevent safety accidents, it is necessary to change the paradigm to hands-on education. Purpose: Experiential safety education aims to contribute to preventing accidents for construction workers by quickly recognizing risks, improving emergency response skills, and verifying the effectiveness of pre- and post-learning. Method: Based on a survey of workers who experienced the same work environment as the actual construction site, an opinion survey on the pre- and post-safety experience education and a variable measurement tool were planned, and a research hypothesis was established. Results: The Bayesian theory and MC simulation analysis were used to analyze the structural equation model, and the change in construction worker behavior was confirmed through the intended safety (A), non-experiential education in the sub-area of anxiety (B), average, standard deviation, and minimum and maximum values. Conclusion: The effect of education and industrial accidents are reduced only when construction workers are motivated to participate.

Studying Women's Experiences with Art Therapy Kits in the 2030s through Focus Group Interviews (포커스 그룹 인터뷰를 통한 2030대 여성의미술치료 키트 참여 경험 연구)

  • Kim, Bohyun;Park, Boram
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.275-290
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    • 2023
  • We aimed to revise and supplement the art therapy kit based on the findings of a review of women's experiences participating in the art therapy kit in the 2030s. After women in their 2030s experienced the developed art therapy kit for one month, we organized two homogeneous groups of 8 art psychotherapy majors and 5 non-majors to collect data through focus group interviews and analyzed them using grounded theory methods. In the end, 100 converted meaning units, 16 subcomponents, and 5 components were derived. There is a lack of research on the development and experience of art or art therapy-based kits in Korea, so it is important for us to provide basic data on the experience of art therapy kits. In addition, the study participants experienced insights into themselves and their emotions based on the accumulated art therapy kit outputs through immersion in emotion exploration and recognition, and these experiences led to the participants' recognition of the need and value of developing art therapy kits. The individual and unique outcomes of the art therapy kits became evidence of self-awareness, confirming the therapeutic effectiveness of art therapy kits as a tool for emotion exploration and recognition and for emotional change and resolution.

Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.207-228
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    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

A Phenomenological Study on the Elderly's Happiness, Meaning of life and Growth through Storymama Activities (이야기할머니활동이 노인행복과 삶의 의미와 성장에 관한 현상학적 연구)

  • Byung-Youn Song;Dong-Yeol Shin
    • Industry Promotion Research
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    • v.9 no.1
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    • pp.159-166
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    • 2024
  • This study studied the life experiences of story grandmother activities on the meaning of a happy life and positive growth for the elderly through phenomenology. This study period was conducted with pre-interviews from March 2021, and research was conducted until July 2022. As for the research method, 9 elderly women were selected as a Colaizzi phenomenological research method suitable for the work of exploring and understanding life as it is, and the following conclusions were drawn. First, the happiness experience of the elderly provides a life that responds to positive changes, gives positive meaning, and actively discovers in a desire-ful life, a comparative life, and a adaptation and coping happy life. Second, the elderly experienced the meaning of life by experiencing the happiness of moments in the self-realized life of the upward · downward theory. Third, the growth of the elderly is a happy change in PERMAS of positive psychology, pursuing life with positive emotions, immersion, and positively related meaning and purpose of life, and growing while looking at life with achievement and strength. Since this study targets elderly women aged 65 or older who are engaged in story grandmother activities, there is a limit to generalizing the research results, so it is suggested to study the growth process of more diverse age groups and various types of volunteer activities in the future.

A study on the narrative use of transitional object-characters in the family feature animation (가족용 장편애니메이션<인사이드 아웃>에 나타난 이행대상(transitional object) 캐릭터의 서사적 활용 연구)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
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    • s.49
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    • pp.325-357
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    • 2017
  • It can be assumed that the reasons why the animation characters, 'Olaf (in Frozen Kingdom)' and 'Minions (in Super Bad)', etc., which were very successful in the merchandising market while having won the popularity better than the main characters are very popular even though such characters appeared only by playing a funny role while assisting the adventures of the main characters are not only because of their cute appearances but also because such characters have their own core features in their inner world as the transitional object-characters. Simply expressing, a 'Transitional Object' as a concept suggested by a child psychologist, 'Donald Winnicott', means a lovey doll or an imaginary friend which temporarily replaces an infant's mother during the procedure when the infant is mentally separated from its mother. However, in case that the theory of transitional objects was applied directly to many narrative content characters for doing a study, there must have been done some studies in advance for establishing some new criteria and indexes related to the transitional object-characters of such narrative contents. Accordingly, while thinking that the 'emotional relationship' between a growth-subject and a growth mediator must be dealt with as the most important content in order to define a transitional object-character in a narration clearly, this researcher established some emotional index for judging the propensities of a transitional object-character on the basis of such way of thinking. The index is composed of 4 kinds of emotional roles (quasi-family member, growth mediator, lovey doll, an imaginary friend), 6 kinds of emotional supports (hugging, protecting, accepting, giving the initiative, improving the relationship and mutual supervising) and 4 kinds of emotional impressions (impression by contacting, impression to protect and impression accepting an attack). In case that some main characters of a family feature animation, 'Inside Out', are analyzed while the index mentioned above is applied, it was found that 'Bing Bong' and 'Sadness' have a high propensity as a transitional object-character. Especially, it could be inversely inferred in which ways some good transitional object-characters can help the narrations on growth of a family feature animation by taking a look at the character, 'Sadness' that has the highest propensity as a transitional object-character. The transitional object-character, 'Sadness' assists the narration on growth internally and externally by helping the internal maturity of a growth-subject in a way of projecting the tasks for the internal maturity of a growth-subject while helping the growth-subject to be successfully externally in a way of providing the growth-subject with some kinds of facilitating emotion. As the results from this Study, since such kinds of emotional experiences provided by such transitional object-characters are displaced to not only the relevant growth-subjects but also the audience who are emphasized with such growth-subjects as they are, such transitional object-characters play a role of hidden benefactors who induce some immersion into the narrations and provide child and adult audience with various layers of emotional satisfaction.

A Study on the Design and Development of Interactive Non-Face-to-Face Real-Time Classes using EduTech : A Case Study of Christian Education Class (에듀테크를 활용한 상호작용적 비대면 실시간 수업 설계 및 개발 연구 : 기독교교육과 수업 사례를 중심으로)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.343-382
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    • 2021
  • This study is a case study in which the interactive non-face-to-face classes using Edutech were applied to the Department of Christian Education. The subjects were 20 students from the Christian education department of A University located in the metropolitan area. The course was 'Instructional Methods and Educational Technology' in the first semester of 2020. In theory, I studied non-face-to-face classes and interaction, and edutech and interaction. Afterward, it designed and developed interactive non-face-to-face classes using edutech. The interactive non-face-to-face classes using edutech were developed as a process of applying Flipped-PBL based interactive edutech. In addition, Edutech was selected for active interaction according to the Flipped-PBL process to be carried out in a non-face-to-face situation. In particular, in the process of developing the problem of PBL, it was built around the situation of the church. As a result of applying the class, first, learners showed high satisfaction and interest in the class. Second, positive transference appeared in the space of learning and the space of living. Third, interactive non-face-to-face classes using Edutech have generated active interaction. In particular, interactive edutech and learning methods have become the main factors enabling active interaction. Through this, learners have improved learning efficiency, immersion, and satisfaction. Also, as an alternative to face-to-face classes, I was able to experience online classes. In other words, the satisfaction and interest of learning, and the transference of learning space, were also possible through active interactions generated through learning methods using interactive Edutech used in class. Furthermore, disabilities in the online communication(Internet) environment and learners' unfamiliarity with the online environment have been found as factors that hinder learning satisfaction and interaction. During learning, obstacles to the online communication environment hinder the utilization of interactive Edutech, preventing active interactions from occurring. This results in diminishing satisfaction and interest in learning. Therefore, we find that designing interactive non-face-to-face classes using Edutech requires sufficient learner learning and checking of the online communication(Internet) environment in advance for Edutech and learning methods. In response, this study confirmed the possibility by applying interactive non-face-to-face classes using Edutech to Christian education classes as an alternative method of education that allows active interaction and consistent transference of learning and life. Although it is a case study with limited duration and limitations of the number of people, I would like to present the possibility as an alternative Christian education method of an era where the direction of online classes should be presented as an alternative to a face-to-face class.