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        검색결과 159

        21.
        2019.12 구독 인증기관 무료, 개인회원 유료
        The manner in which education will be delivered in the 21st-century has often been debated. Various literature has agreed that an interactive teaching and learning method is required in parallel with the emergence and development of cyber technology. The conventional method of teaching should be reconstituted to emphasize aspects associated with innovation and creativity in attracting the attention of students in learning. Despite the current Malaysian education emphasize the learning features that include 1) Creative thinking, 2) Critical thinking, 3) Collaboration, 4) Character and 5) Communication. However, 21st-century approach requires exposure, skills, and creativity to be implemented by the Malaysian educators. Therefore, the aim of this study is to propose a new maritime interactive teaching model towards a Sustainable Development Goals (SGDs) and industrial revolution 4.0. Three (3) secondary schools around Terengganu in Malaysia were chosen to participate in a pilot case study. The results of the study found that more than 90% of students now understand more about the maritime industry based on their acquired knowledge and education in this area. While, more than 70% of students described that this method of teaching is appealing. Maritime education innovative learning through an interactive learning model was successfully achieved based on the findings of this study, called the ‘Mariner’s Fantasy’. Additionally, through the inspirations of IR 4.0 and the Malaysia Education Development Plan, 2013-2025, the study has demonstrated the usefulness of the Maritime Education Innovative Learning (MEIL) program through an interactive learning method, in enhancing the delivery of maritime education by adopting an effective teaching-based approach.
        4,500원
        23.
        2018.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Digital signage in a smart store would engage and invoke responses from consumers because good in-store experiences are more important than ever. Thus, the present study investigates consumer perceptions of interactive digital signage integrating technology acceptance model. Specifically, the current study examined 1) the effects of personal and fashion innovativeness on interactivity; 2) the effect of interactivity on perceived usefulness, ease of use, and enjoyment; and 3) the effects of perceived usefulness, ease of use, and enjoyment on intentions to use the products and the store, visit the store, and engage in word-of-mouth. As a pre-study, two researchers visited the smart stores of six brands in Seoul, all of which integrate various technologies in the fashion field. A video clip was developed as a stimulus to the study. A total of 214 responses were gathered and analyzed. The results were as follows. Personal innovativeness has a significantly positive effect on interactivity, whereas fashion innovativeness has no significant effect. Interactivity had positive effects on the perceived usefulness, ease of use, and enjoyment. Consumer responses (i.e., intentions to use, visit, and engage in word-of-mouth) were predicted by usefulness and enjoyment, but not by ease of use. The findings of this study could provide the fashion industry and retailers practical and valuable insights into enhancing consumers’ in-store experiences through the use of interactive digital signage.
        4,900원
        24.
        2018.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        현재 많은 샌드박스 게임들이 출시되고 있으며, 또한 많은 게임들이 샌드박스 게임의 요소를 게임 속에 추가하고 있다. 극도로 높은 자유도에 수많은 게임사용자들이 매료되었기 때문이다. 게임에 자유도를 제공하는 주요 요소 중의 하나가 바로 인터랙티브 스토리텔링이다. 이는 게임 설계 과정에서 매우 중요한 부분으로서 게임의 배경을 제공하고 게임의 현실성을 향상시키며, 게임 몰입도를 높여서 게임에 대한 게임사용자의 흥미를 오랫동안 유지시킬 수 있다. 게임 인터랙티브 스토리텔링 시스템의 주요 구성 요소로는 게임 배경 인터랙티브 스토리텔링과 게임 캐릭터 인터랙티브 스토리텔링이 있다. 이 두 가지 구성 요소는 모두 실제의 게임 모드에 따라 서로 다른 방향으로 진화할 수 있다. 본 연구에서는 성공적으로 게임 인터랙티브 스토리텔링을 설계한 게임인 The Elder Scrolls 5 Skyrim 을 사례로 삼아, 게임 가운데 존재하는 대량의 인터랙티브 스토리텔링 사례 및 이에 대한 게이머의 체험을 분석하였다. 또한 분석 결과를 공통점에 따라 정리하였고, 이를 토대로 게임 인터랙티브 스토리텔링 설계의 보편적인 원칙들을 도출하였다. 그리고 게임에 대한 게임사용자의 주관적이고 직관적인 요소를 통해 명확한 인터랙티브 스토리텔링 설계 모델을 구축하고, 게임 인터랙티브 스토리텔링 을 설계할 때 활용할 수 있는 정성적인 설계 기준과 틀을 마련하고자 하였다. 또한 샌드박스 게임에서의 보편적인 인터랙티브 스토리텔링 설계 방법을 모색하고 피해야할 사항들을 살펴보았다.
        4,300원
        25.
        2018.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study is based on a case study, in which an interactive teaching method has been applied to teach beginning level of Chinese to Korean college students. One of the lessons from the textbook, Speaking Basic Chinese (2013) has been used for teaching 21 students. The method suggests three stages of interactions by including: (1) word learning, 2) sentence production, and (3) sentence application. The stage of word learning is further divided into 3 steps: (1) pronunciation and understanding meaning, (2) inducing student participation, (3) confirmation and self-inspection. The second stage of sentence production is also divided into 3 different steps: (1) sentence production using learned words, (2) practicing sentences, (3) practicing sentences by role-plays. Likewise, the final stage of sentence application includes 2 practical steps: (1) interpreting basic sentences, (2) interpreting more complex sentences. This case study has found that the students feel more interested and motivated in learning activities through diverse interactions between the instructor and the students, and also interactions between the students. It is suggested that this kind of interactive approaches be applied to teaching the beginning Chinese conversation and higher levels as well. Finally, the finding of the present case study should be examined with more and in-depth studies and experiments in the future.
        5,700원
        26.
        2018.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근에 본 논문은 지능형 레벨 결정 시스템을 제안한다. 이 시스템은 사용자 중심의 마코프 의사 결정과정(MDP)을 활용한 지능형 레벨시스템이다. 이 레벨 시스템의 특징을 다음과 같다. 첫째, 게임 레벨에 필요한 레벨 함수 도출을 위해 마코프 의사결정과정(MDP)을 적용한다. 기본 레벨은 초기 입력 데이터와 생성된 데이터를 기초로 결정된다. 둘째, 사용자 중심의 레벨 결정 시스템을 설계하기 위해서는 실시간 발생되는 입력 파라미터를 처리할 수 있는 레벨함수를 이용한다. 입력 요소는 순발력에 따라 레벨 등급을 판단하고 레벨 함수에 의해 레벨이 적용한다. 적절한 레벨 판단을 위한 보상정책을 설계한다. 셋째, 지능적인 레벨 결정 시스템을 디자인한다. 게임진행을 위해 인터페이스를 단순화한다. 그리고 다양한 센스를 지원할 수 있게 게임을 설계하여 체감형 기기를 활용하여 운동효과를 최대화할 수 있도록 디자인한다.
        4,000원
        27.
        2018.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근에는 게임을 플레이어가 직접 즐기는 것 뿐만 아닌 인터넷 방송을 통해 시청하는 경우도 늘어났다. 따라서 예전처럼 기술력을 바탕으로 한 화려한 그래픽뿐만 아니라 플레이어 또는 시청자에게 인상 깊은 스토리를 전달해주는 것 또한 중요해졌다. 본 논문은 게임에서 스토리를 전달하는 방법 중 퀘스트를 인터랙티브 스토리텔링을 고려하여 레벨디자인 할 수 있는 저작도구를 설계하고 구현하였다. 구현된 퀘스트 레벨디자인 저작도구는 NPC, 필드(몬스터), 아이템과 같은 배경 설정을 한 뒤 이들을 연결해주는 인터랙션 설정을 마치면 여러 유형의 퀘스트가 설정해준 내용을 바탕으로 생성된다. 이러한 방식으로 생성된 퀘스트는 인과 관계가 명확하여 플레이어로 하여금 퀘스트의 내용을 쉽게 납득할 수 있도록 도와준다. 또 퀘스트 레벨디자인 저작도구는 프로그래밍을 모르는 기획자도 쉽게 사용할 수 있고 이를 이용하면 시간과 비용이 많이 드는 퀘스트 기획, 제작에 사용할 수 있을 것이다.
        4,000원
        28.
        2018.07 구독 인증기관·개인회원 무료
        Consumers tend to relate to brands in similar ways as they relate to individuals and groups. However, relatively little is known about the attribution of human traits to brands in online contexts. The current research focused on whether perceived interactivity of CSR advertising leads to the attribution of moral, sociable, and competent brand traits, and which of these traits could in turn promote positive electronic word-of-mouth (eWOM) intentions on Facebook. A Facebook CSR advertisement was presented to participants (N=174), after which perceived interactivity, perceived traits, and eWOM intentions were assessed. Higher levels of perceived interactivity were associated with stronger attributions of morality, sociability, and competence traits to brands. Yet, only perceived brand morality was associated with consumers’ willingness to endorse the brand and its CSR message on Facebook. These findings underline the importance of brands’ openness to dialogue regarding the promotion of CSR activities. Furthermore, these findings suggest that consumers are most likely to feel that brands can represent their identity when brand morality is considered to be high. Despite the importance of eWOM for corporate outcomes, few studies have addressed which processes might underlie the relation between interactive advertising and consumers’ eWOM intentions. The current research contributes to the literature in this field by considering the attribution of humanlike personality traits to brands as possible explanatory variables.
        29.
        2018.07 구독 인증기관·개인회원 무료
        This study aims to show that cultural differences in self-concepts define the effect of brand evaluations on purchase intention. Self-brand connection (SBC), which refers to “the extent to which individuals have incorporated brands into their self-concepts (Escalas & Bettman, 2003)”, has been identified as an important factor that leads brand loyalty and repurchase (Batra et al., 2012; Carroll & Ahuvia, 2006; Loureiro et al., 2012; Park et al., 2010; Zarantonello et al., 2016). However, Sugitani (2018) demonstrated that SBC was a significant predictor of repurchase intention only among people with independent self-construal (Westerners), while brand evaluations based on public reputation (i.e. public-based evaluation; PBE) significantly predicted repurchase intention among people with interdependent self-construal (East Asians). This study raises questions about other factors relevant to the self that might moderate the effect of brand evaluations. Therefore, in addition to self-construal, this study focused on individual selfesteem as another moderating factor, and investigated its effects on the relations between brand evaluations and purchase intentions. Cross-national online surveys were conducted in the U.S., Italy (independent selfconstrual culture) and Japan (interdependent self-construal culture). The results of data analyses using multi-group structural equation modelling and ANOVAs provided the important discoveries. First, the finding of previous literature was reproduced that SBC was a significant predictor of repurchase intentions among people with independent selfconstrual. However, self-esteem significantly moderated the result. Specifically, SBC was a significant antecedent of repurchase intention when consumers with interdependent self-construal possess high self-esteem. Second, self-esteem also moderated the effect of PBE on repurchase intention among Italian consumers. Italians with low self-esteem were averse to choosing high PBE brands, while those with high self-esteem were not. The U.S. and Japanese consumers consistently avoided and preferred high PBE brands respectively; self-esteem did not affect the result. This study contributes to global brand management by showing that cultural differences in two important self-concepts, self-construal and self-esteem, have an interactive moderating effect on brand evaluations and purchases.
        30.
        2018.04 구독 인증기관·개인회원 무료
        Diets influence lifespan and reproduction in insects, but little is known how temperature modulates the impacts of diet on these two key fitness components. Here we examined the interactive effects of temperature and nutrient balance on lifespan and egg production rate in Drosophila melanogaster. Newly emerged adult D. melanogaster were allowed to feed ad libitum on one of eight chemically defined diets differing in P:C ratio (1:16, 1:8, 1:4, 1:2, 1:1, 2:1, 4:1, or 8:1) under one of six ambient temperatures (13, 18, 23, 28, 31, or 33℃). For both males and females, lifespan was longest for D. melanogaster fed on P:C 1:16 diet at 13℃ and shortened as both temperature and P:C ratio increased. As indicated by a significant temperature-by-diet interaction for lifespan, the diet effects on lifespan were more pronounced at lower temperatures than at higher temperatures. Egg production rate was maximized on P:C 4:1 diet at 28℃.
        31.
        2018.04 구독 인증기관·개인회원 무료
        개미사돈아과는 반날개과에서 두 번째로 큰 분류군이지만 다른 아과에 비해 연구가 가장 미흡한 분류군 중 하나이다. 개미사돈아과 내 다른 모든 아과의 자매군인 Faronitae상족은 비교적 작은 상족이며 최근 뉴질랜드 지역에서 종 수준의 포괄적인 재검토가 이루어졌다. 이를 바탕으로 Faronitae상족의 12속을 좀 더 쉽고 빠르게 동정하기 위하여 이미지를 활용한 interactive 분류키를 작성하였다. 분류키는 Lucid 3.3 builder를 사용하여 제작하였으며 총 36개의 형질과 134개의 형질상태를 사용하여 작성되었다. 이 프로그램은 현재 세계적으로 다양한 분야에서 사용되고 있는 식별키 프로그램이며, 제작 후 배포에도 용이하여 다른 연구자들에게도 정보를 제공할 수 있다. 이번 연구에서 포함된 속은 현재 뉴질랜드에 알려진 모든 속을 포함한다. 본 연구를 통하여 Faronitae상족에 대한 정보들을 제공하고, 웹 기반의 다양한 활용이 기대된다.
        32.
        2017.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        These days, contents is not only exists as one genre, but also repeatedly develop to other genre by affect or fusion and developing another contents. This means entertainment industry enters overall OSMU(One Source Multi Use) age. With development of the CG technology filming of the game is actively progressing. Like “Tomb Raider”,“Resident evil”, There is some successful filming of the game case. In other side, there is many fail case of filming of the game also exist. In this paper we study game element analysis by method of film element analysis for making interactive movie of the game. For this study we using the actantial model of Algirdas Julien Greimas and the five element of film of Linda Seger. With two method, we study modeling interactive movie event flow, to be helpful for film development and possibility suggest through this study result.
        4,000원
        33.
        2017.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent years, the interactive systems with large display have been on the rise, and research on these systems is increasing. While prior research has explored various interaction techniques and input devices developed for large display, it focused on interaction devices used at specific distances from the display. This research introduces a multi-scale user interaction approach that utilizes a multi-touch screen, freehand gestures and mobile interfaces to help users seamlessly interact with the interactive system regardless of their distance from the display. An experiment was conducted to evaluate how users adopted the multi-scale user interaction to more effectively perform various user interaction tasks. The result showed that the multi-scale user interaction helped users improve their overall task performance. It also found that users tended to utilize different multi-scale user interfaces to complete different kinds of tasks.
        4,000원
        34.
        2017.11 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 지원적 조직환경인 조직지원인식, 상사지원인식과 혁신행동 간의 관계에서 정서적 몰입의 매개효과를 검증하였고, 정서적 몰입에 대한 조직지원인식과 상사지원인식의 상호작용효과를 실증 분석 하였다. 조직구성원 221명을 대상으로 분석한 결과를 보면, 첫째, 지원적 조직환경인 조직지원인식, 상사 지원인식은 정서적 몰입에 정(+)적인 영향을 주는 것으로 나타났고, 정서적 몰입은 혁신행동에 정(+)적인 영향을 주는 것으로 나타났다. 둘째, 지원적 조직환경인 조직지원인식, 상사지원인식과 혁신행동 간의 관 계에서 정서적 몰입은 매개역할을 하는 것으로 나타났고, 구체적으로 보면 조직지원인식은 혁신행동에 직접적인 영향을 줄 뿐만 아니라, 조직지원인식은 정서적 몰입을 통하여 혁신행동에 간접적인 영향을 주 는 것으로 나타났다. 그리고 상사지원인식은 정서적 몰입을 통해서만 혁신행동에 간접적인 영향을 주는 것으로 나타났다. 셋째, 조직지원인식과 상사지원인식의 상호작용은 정서적 몰입에 정(+)적인 영향을 주 는 것으로 나타났고, 구체적으로 보면 정서적 몰입에 대한 조직지원인식과 상사지원인식의 긍정적인 시 너지 효과가 있는 것으로 나타났다. 이러한 분석결과가 함의하는 경영학적 시사점과 함께, 연구의 한계점 및 향후 연구방향이 논의되었다.
        7,800원
        35.
        2017.07 구독 인증기관·개인회원 무료
        This research was conducted in order to examine whether the type of credit card (premier vs. standard card) influences consumer purchase decisions regarding luxury consumption. The present research reports three experiments with online panels of non-student adults, which find that (1) the use of a premier card (vs. a standard card) leads to a more goal-congruent choices, (2) the effect is mediated by a temporary increase in the perception of pride, and (3) the effect is pronounced for people with a low level of chronic pride. The effect of payment methods on consumer spending has been a concern of theory and research in consumer behavior (Bernthal, Crockett, & Rose, 2005; Feinberg, 1986; Prelec & Lowenstein, 1998; Soman, 2001). This research stream has shown that consumers tend to spend more when they use a credit card than when they pay cash and has proposed various theoretical mechanisms to account for the phenomenon (Chatterjee & Rose, 2012; Prelec & Simester, 2001; Soman, 2001; Thomas, et al., 2011). However, researchers have paid little attention to the effect of different types of credit cards (i.e., premier vs. standard card) on consumer decisions. We contend that the use of a premier card (vs. a standard card) can increase the feeling of pride momentarily and in turn increase consumers’ motivation to pursue a long-term goal that they value. As a result, they prefer a choice alternative that is more congruent with the goal. To be specific, the use of a premier card would increase the choice of luxury alternative, and that this effect would be pronounced for those who value material possessions (i.e., high materialism). This expectation was confirmed in the studies that we have performed. In three experiments, participants were shown a credit card(either premier or standard) and were asked to assume that they were going to use it for their purchase. Then, they were asked to make choices in shopping contexts. Participants with premier credit card, compared to those with standard card, showed more goal-consistent choices. They were more likely to choose luxury alternatives, and this effect was apparent only for those who have a high materialistic value. When the choice set includes both a low-calorie food and a high-calorie food, the use of a premier card increased the choice of low-calorie food, and this effect was apparent only for those with diet goal. These effects were mediated by the feeling of pride. Three studies in combination provide insights into the effect of types of credit cards on consumer spending regarding luxury consumption and the processes underlying the effect, which have not been reported elsewhere. The use of a premier credit card (vs. a standard credit card) led to a greater choice of luxury alternatives over standard alternatives and a greater choice of low-calorie foods over high-calorie foods. However, these effects were apparent only when people highly valued the goal under consideration (i.e., high materialism or strong diet goal). Finally, these effects were attributable to a momentary increase in the perception of pride by virtue of the use of a premier card, and consequently, the effects were observable only for people who have a relatively low chronic pride. The effects we observed in this research generalized over different product categories and different long-term goals. Nevertheless, it is desirable to extend findings in more diverse consumption categories (e.g., services) as well as to identify additional variables that moderate the magnitude of the effect. In addition, it is worth considering alternative underlying mechanisms than the one we considered (i.e., the feeling of pride) in future research. For example, a premier card may increase individuals’ construal level, thereby affecting consumer purchase decisions.
        36.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Storytelling in games is different from storytelling in other media in that it must interact with the user. The existing storytelling engine is not appropriate for interactive storytelling in games, so interactive storytelling engine is developed to supplement this shortcoming. However, the interactive storytelling engine uses methods that manages game events. Thus it is not appropriate for games with stories that are composed mainly of characters. This research examines the defects to propose improvement suggestions to apply the existing storytelling engine to games. This would be useful in developing stories that interact with the player in games.
        4,000원
        37.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        For several years, keyboard and mouse have been used as the main interacting devices between users and computer games, but they are becoming outdated. Gesture-based human-computer interaction systems are becoming more popular owing to the emergence of virtual reality and augmented reality technologies. Therefore research on these systems has attracted a significant attention. The researches focus on designing the interactive interfaces between users and computers. Human-computer interaction is an important factor in computer games because it affects not only the experience of the users, but also the design of the entire game. In this research, we develop an particle filter-based face tracking method using color distributions as features, for the purpose of applying to gesture-based human-computer interaction systems for computer games. The experimental results proved the efficiency of particle filter and color features in face tracking, showing its potential in designing human-computer interactive games.
        4,000원
        38.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적 : 상호작용식 메트로놈(Interactive Metronome; IM)을 이용한 반복적인 움직임 과제 훈련이 지역사 회 거주 노인의 균형기능과 낙상효능감, 인지기능에 미치는 영향을 알아보고자 하였다. 연구방법 : D시에 거주하는 60세 이상 노인 3명에게 회당 31분씩 11회기 동안 IM훈련을 적용하여 균형 기능, 낙상효능감, 주의력의 변화 추이를 살펴본 단일대상연구로, 평가도구로는 IM Short Form Test (IM SFT), 4분면 구획스텝검사(Four Step Square Test (FSST)), Fullerton Advanced Balance (FAB) Scale, 한국어판 낙상효능감 척도, 한국어판 활동특이적 균형 자신감 척도와 100에서 연속으로 다섯 번 7 빼기 과제를 사용하였다. 결과 : 3명의 대상자 모두 초기기초선 기간에 비해 중재 기간의 IM SFT SRO% 평균값이 증가하였고, 중 재 전에 비해 중재 후의 균형기능 평가 점수가 향상되었다. 3명의 대상자 모두 초기기초선 기간에 비하 여 중재 기간 동안 주의력 평가 평균 점수가 향상되었다. 결론 : IM을 이용한 훈련이 노인의 균형기능과 인지기능을 향상시키기 위한 중재로 적용 가능함을 확인하 였다.
        4,600원
        40.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        CIn this paper, I discuss the minimization of the user interface of the interactive fairy tale content based on BCI and Motion Sensing Technology. For this reason, 3 version intervention interfaces of the interactive fairy tale content with Microsoft's Kinect as a non-contact motion sensing device and NeuroSky's MindWave EEG biosensor device as a BCI interface were produced and experimented. The experiments have been accomplished for four children of the first or the second graders by examining three different interactive intervention interfaces: 1) attention indicator by sparkling light; 2) the attention indicator plus behavior instructions; and 3) an indication bar for the attention level plus behavior instructions. As a result of this experimental observations, it shows that the visualized interface such as icons helps the participating children communicate with the fairy tale content system. In addition, they do communicate well without the visualized graphical interfaces when they are demanded by the realistic actions. Whereas, some communication problems have been found neither the realistic actions are requested nor the attention indicators are provided definitely.
        4,000원
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