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        검색결과 68

        3.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        증강현실은 가상현실과는 구별되는 개념으로, 실제 세계와 가상 세계의 요소가 혼합된 상호작용 환경이다. 본 연 구는 가상현실 또는 일상에서 노출될 수 있는 일반적인 콘텐츠를 활용하여, 증강현실이 사용자 경험에 미치는 영향 을 검증하였다. 본 연구에서는 증강현실 사이버 멀미를 유발하기 위해서 조건에 따라 증강현실 노출 시간과 콘텐츠 의 움직임 속도를 조작하였다. 실험 과정에서 참가자는 증강현실 기기를 120분 동안 착용하고 30분씩 시뮬레이션 레이싱 게임을 시청하며 색 변화 탐지 과제를 수행하였고, 그로 인해 유발된 주관적인 불편감을 SSQ 설문지를 이용 해 보고하였다. 실험 결과, 증강현실 노출 시간이 길어질수록 사이버 멀미는 점진적으로 증가하였으며 기기를 해제 한 후에도 사이버 멀미는 지속되었다. 하지만, 움직임 속도는 사이버 멀미에 미미한 영향을 미쳤다. 특히, 메스꺼움 증상과 방향 감각 상실 증상이 높게 유발되는 가상현실과는 다르게 증강현실은 안구 운동 불편감에 대한 보고가 높게 관찰되었다. 본 연구는 증강현실 경험이 가상현실 경험과는 구별됨을 보여주며, 증강현실 경험으로 유발될 수 있는 인체 영향성을 다면적으로 측정했다는 점에서 의의가 있다.
        4,300원
        4.
        2023.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        주소 관련 미래 산업의 확장으로 새로운 주소체계에 대한 수요가 증가하였으며, 특정 사물에 주소를 부여하는 체계인 사물주소의 중요성이 강조되고 있다. 현행 사물주소는 행정안전부가 제작 및 배포하고 있으며 데이터베이스 제작 등 사물주소의 활성화를 위한 노력이 지속되고 있다. 하지만 현행 사물주소는 하향식 방법으로 부여되고 있기 때문에 수요자 응답형 정보제공 대응에 미흡한 현실이다. 이에 본 연구에서는 상향식 방법으로 운영 중인 포켓몬 고 DB와 사물주소 DB의 공간적 분포를 탐색함으로 써 사용자 참여형 주소정보 생성 및 적용 가능성을 제시하였다. 각 DB의 지점별 티센 폴리곤을 생성한 뒤 ANOVA 분석을 수행한 결과 두 DB간의 면적 차이가 있음을 확인하였다. 또한 지니 계수를 산출하여 분포 불평등성을 확인하여 DB를 통합하여 활용하는 방법을 제시하였다. 본 연구는 사물주소의 확산과 알기 쉬운 대국민 주소정보체계 확립에 정책적인 활용이 가능할 것이다.
        4,300원
        5.
        2023.07 구독 인증기관 무료, 개인회원 유료
        The focus of this paper was on the establishment of a service design model for digital fabrication. Service design processes and tools were used to identify problems of current digital fabrication systems. Augmented reality was deployed to substantiate two-dimensional information by combining it with digital fabrication equipment to enhance interactivity and engagement. The fuzzy Delphi method was used to consult the expert’s opinions to optimize the model for increasing overall system satisfaction. A two-dimensional quality questionnaire was designed to survey the participant’s opinions on the system’s satisfaction. The result indicated that the participants reacted positively to augmented reality and the service design model. The result of this paper was helpful for the exchange and diffusion of digital knowledge to strengthen people’s interaction with information. It can improve the efficiency of entire value chains, including product development, marketing and service, which is crucial to future innovative design and fabrication practice.
        4,000원
        6.
        2023.07 구독 인증기관·개인회원 무료
        In recent years E-commerce platforms recommend some products for consumers based on their shopping history and user persona. However, sometimes, unfamiliar products or styles would be recommended to consumers unintentionally or intentionally. Curiosity drives consumers to try but this idea would be declined with the consideration of product fit uncertainty. Augmented Reality (AR) is the integration of digital information with the user‘s environment in real-time (Hilken et al. 2018), it can deal with issues related to physical apprehension that hinder consumers’ online shopping (i.e, clothes, cosmetics), especially for the unfamiliar style. This study aims to investigate whether AR technology could improve consumers' purchase likelihood. Augmented Reality (AR) can enhance customer experiences in a multichannel environment (Hilken et al. 2017). AR Integrates online experiences into the offline experience (Hilken et al. 2018), such as virtual try-on or magic mirrors. Customers often find it difficult to imagine how firms’ products and services fit them personally or fit with their environment (Hilken et al. 2018). Drawn on AR, consumers can easily evaluate the fitness between themselves and the selected products. Prior studies have explored the different underlying processes of why AR technology could improve consumer purchase intention and customer experience. For instance, according to the situated cognition theory, AR creates a feeling of spatial presence (Hilken et al. 2017). The usage of AR benefits mental imagery, improving decision comfort (Heller et al. 2019). AR can compensate for consumers’ need for touch and offer hedonic and/or utilitarian benefits (Gatter et al. 2022). Based on media richness theory, AR offers more information for customers (Hoffmann et al. 2022), which represents a fitting concept for customers to evaluate the product (Javornik 2016).
        7.
        2023.07 구독 인증기관 무료, 개인회원 유료
        Religious tourism is one of the most important touristic segments globally. Yet, the cognitive and emotional processes shaping destination loyalty in this context, and the impacts of Augmented Reality (AR) technology were not fully investigated. This study takes a unique approach to examine how awe influences recommendation and revisiting intentions through the mediation of rational (e.g., authenticity) and affective (e.g., emotional) mechanisms. Furthermore, our research unveils the role of AR for reinforcing the future intentions of tourists towards a religious site.
        4,000원
        8.
        2023.07 구독 인증기관 무료, 개인회원 유료
        One of the main challenges brands face nowadays is the ability to provide a real-life experience through online platforms. The aim of this study is to analyze an AR try-on app versus a website, considering consumers self-concept and testimonials. To this end, an online survey was conducted, in which respondents were exposed to two of four scenarios: AR APP or website experience, and positive versus negative reviews presence. Our findings indicate that ideal self-congruence impacts both, purchase intention and confidence. The present study positively contributes to the AR and self-concept literature, while opening new avenues of research for both academics and practitioners.
        4,000원
        9.
        2023.07 구독 인증기관·개인회원 무료
        Augmented reality (AR) is a technology that overlays user surroundings with computer-generated images (Baek et al., 2016). It provides users with an enhanced view of their environment with digital content such as text, pictures, videos, three-dimensional (3D) objects, and even tactile and olfactory experiences (Du et al., 2022). This technology has significant potential for use in advertising, enabling realistic product visualisations and virtual product try-ons via social media (Baek et al., 2016).
        10.
        2022.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Purpose: This quasi-experimental study used a non-equivalent control group pretest-posttest design to understand the effects of intradermal injection practice education. Practical augmented reality (AR) based educational interventions were conducted on clinical competence, self-efficacy, and educational satisfaction in nursing students. Method: Participants were nursing students at “S” university. There were 37 students in the experimental group and 36 students in the control group, for a total of 73 students. The measurement scales were clinical competence, self-efficacy, and educational satisfaction questionnaires. The intervention in the experimental group was conducted using AR with smart glasses; the intervention in the control group was conducted using a tablet PC. The collected data were analyzed by t-test, χ2-test, and ANCOVA using the SPSS 25 program. Results: Clinical competence was significantly higher in the experimental group (90.99±0.23) than in the control group (70.43±0.23; F=3745.89, p<.001). Self-efficacy was significantly higher in the experimental group (55.56±1.32) than in the control group (42.50±1.32; F=46.15, p<.001). Educational satisfaction was statistically significantly higher in the experimental group (40.81±6.58) than in the control group (32.56±7.74; t=4.52, p<.001). Conclusion: The results of this study can be utilized to develop effective nursing competency teaching strategies and as basic data for improving learning and nursing education.
        4,300원
        11.
        2021.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Purpose: This study aimed to understand the effect of extra-corporeal membrane oxygenation (ECMO) preparation education implemented with smart glasses in augmented reality on the performance ability, performance confidence, and educational satisfaction of clinical nurses. Method: The participants were clinical nurses at B hospital—27 in the experimental group and 25 in the control group. The measurement tools were performance ability (24 items), performance confidence (11 items), and educational satisfaction (9 items). The experimental group intervention used augmented reality with smart glasses, and the control group used video resources. The collected data were analyzed by t-test, x2-test, and ANCOVA using the SPSS Statistics for Windows, version 25.0. Results: The performance was significantly higher in the experimental group than in the control group (F = 104.83, p < .001). Performance confidence was considerably higher in the experimental group than in the control group (F = 2.09, p = .041). Finally, educational satisfaction was significantly higher in the experimental group than in the control group (F = 4.52, p < .001). Conclusion: It was confirmed that ECMO education implementing augmented reality with smart glasses is an effective method for improving performance ability, performance confidence, and educational satisfaction among clinical nurses.
        4,200원
        12.
        2021.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, virtual reality (VR) and augmented reality (AR) technologies are attracting attention as core technologies in the era of the 4th industrial revolution. These virtual and augmented reality technologies are being used in a variety of industries, including the construction industry, healthcare industry, and manufacturing industry, to innovate in communication and collaboration, education and simulation, customer service and reinvention of the customer experience. In this paper, VR-based experiential safety education was conducted for workers of shipbuilding companies in Ulsan city, and for them, the educational effectiveness such as immersion, site applicability, safety accident prevention, education satisfaction, overall performance, and safety behavior in VR-based safety experience education were measured. In addition, we examined whether the immersion of VR-based safety experience education affects site applicability, safety accident prevention, educational satisfaction, overall performance, and safety behavior. Furthermore, it was analyzed whether site applicability plays a mediating role in the relationship between immersion and safety accident prevention. As a result, it was found that the immersion of VR-based safety experience education affects site applicability, safety accident prevention effect, education satisfaction, overall performance, and safety behavior, and that site applicability mediates between immersion and safety accident prevention. Based on these results, we suggests a direction for the development of VR-based contents in the field of safety and health and the transformation of safety and health education in the future.
        4,300원
        17.
        2021.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Purpose: This study was conducted to confirm the effects of self-directed practice using augmented reality simulation on nursing students' confidence in nursing skills, ability to apply them, and satisfaction with self-study. Method: This was a quasi-experimental study with a non-synchronized pretest/posttest nonequivalent control group design. The study participants were 58 second-grade nursing students (29 in the experimental group and 29 in the control group) from Y city. The questionnaire was used to evaluate the confidence in nursing skills (16 questions), performance ability (23 questions), and satisfaction with self-practice (17 questions). The experimental group intervention was an autonomous practice using augmented reality simulation, and the control intervention was an autonomous practice using video-based interventions. The collected data were analyzed by t-test, x2-test, and ANCOVA (Analysis of Covariance) using the SPSS 25.0 program. Results: The experimental group outperformed the control group in terms of nursing skill confidence (F=25.79, p<.001), nursing skill performance ability (F=67.10, p<.001), and self-study satisfaction (F=14.10, p=.001). Conclusion: Self-directed practice using augmented reality simulation was confirmed to be an effective method to increase confidence, ability and practice satisfaction in nursing skills.
        4,300원
        19.
        2019.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        AR (Augmented Reality; 증강현실)은 가상의 이미지를 현실 세계에 덧붙이는 기술이다. 본 연구는 온라인으로 활발히 소비되는 품목인 음식을 AR로 제시했을 때의 효과를 살펴보고자 한다. 본 연구에서는 AR 음식 이미지가 구매 의사와 사용자 참여에 미치는 영향을 정적인 음식 이미지와 비교하여 알아보았고, 이미지 제시 방식과 구매 의사와의 관계를 사용자 참여가 매개하는지도 살펴보았다. 참가자는 두 조건 중 하나로 무선할당되어 AR 조건은 AR로 음식 이미지를 보고 정적 조건은 정적인 음식 이미지를 보았다. 그 후 참가자들은 사용자 참여와 구매 의사를 묻는 설문에 응답했다. 실험 결과, AR로 음식을 본 조건이 정적인 이미지를 본 조건보다 사용자 참여가 더 높았고, 구매 의사 또한 더 높은 것으로 나타났다. 매개 분석 결과, 사용자 참여의 간접효과는 통계적으로 유의했으며, 사용자 참여는 이미지 제시 방법과 구매 의사 간의 관계를 완전매개하는 것으로 나타났다. 하위요인별로 매개 분석을 진행한 결과, 사용자 참여의 하위 척도 중에서도 심미성의 완전매개 효과가 나타났다. 연구 결과를 정리하면, AR로 음식 이미지를 보게 되면 심미성이 높아지며, 높은 심미성은 음식에 대한 높은 구매 의사로 이어진다. 따라서 본 연구는 음식 이미지를 제시하는 방법으로 AR 기술이 효과적으로 사용될 수 있음을 밝히고 있다.
        4,300원
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