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        검색결과 340

        1.
        2024.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        With the digitalization of production and consumption environments, consumers are no longer merely targets of marketing, but key players in creating value jointly with companies by participating in various decision-making processes. Much virtual content in particular, such as fashion shows, exhibitions, games, social activities, and shopping, which fashion brands implement in virtual worlds, cannot be completed without consumers’ active engagement and interaction. Thus, this study considers consumers’ participation in virtual content provided by fashion brands as value co-creation in virtual worlds. This study aims to examine how consumer (i.e., consumer smartness) and fashion firm (i.e., perceived intellectual capital) factors influence value co-creation behavior intention in virtual worlds. Data were collected from 410 consumers in their 20s nationwide through an online survey, and a higher-order structural equation modeling analysis was conducted to test the research model. The results showed that both consumer smartness and perceived intellectual capital positively influenced customer participation behavior and citizenship behavior intentions. Specifically, perceived intellectual capital had a greater impact on value co-creation behavior in the virtual world than consumer smartness. The findings provide empirical evidence that the fashion firms’ intangible assets and consumers’ competence in the digital shopping environment encourage their intentions to co-create value in virtual worlds.
        4,900원
        2.
        2024.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적 : 본 연구에서는 HMD VR을 사용해 발생한 사이버 멀미와 양안시 기능이 상관관계를 보이는지 알아보고 자 하였다. 방법 : 근거리 시력에 무리가 없는 20~40대 성인 52명을 대상으로 VR 콘텐츠 이용 전 양안시 기능을 측정하기 위해 수평사위도, 조절 근점, 폭주 근점, 양안조절용이성, 입체시, 상대조절력검사를 시행하였다. 광학 흐름 요소로 구분한 세 가지 VR 콘텐츠를 선정하여 대상자에게 사용하도록 하고 Virtual reality sickness questionnaire을 통해 VR 콘텐츠 이용 전과 후의 사이버 멀미를 측정하였다. 양안시 기능과 사이버 멀미에 대한 상관분석을 실시하 였다. 결과 : VR 콘텐츠 사용 후 콘텐츠 T와 R은 모든 항목에서 사이버 멀미(p<0.001)는 유의하게 증가하였다. 콘텐츠 B의 안구운동에서는 유의한 차이가 없었다. 상관분석에서는 근거리 사위가 콘텐츠 T의 방향감각상실(p< 0.050), 전체 VRSQ(p<0.050)와 음의 상관관계를 보였으며, 콘텐츠 R의 안구운동불편(p<0.050)과 유의한 상관관 계가 나타났다. 양안조절용이성은 콘텐츠 T의 전체 VRSQ(p<0.050)와 양의 상관관계를 보였다. 이 외에 다른 양안 시 기능은 사이버 멀미 요인과 유의한 상관관계를 보이지 않았다. 결론 : 양안시 기능은 사이버 멀미와의 결과로 사용자의 개인적 특성이나 양안시 기능 자체가 사이버 멀미에 미 치는 영향보다 3D를 구현하는 콘텐츠의 광학 흐름 요소가 미치는 영향이 더 높다는 것으로 사료된다. 향후 연구에 서는 VR 콘텐츠의 시각 요소와 시지각에 대한 요소가 고려되어야 할 필요성이 있는 것으로 사료된다.
        4,000원
        3.
        2024.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        디지털 기술의 지속적인 발전에 따라 가상 관광과 디지털 문화유산 탐방은 실제 관광을 보완하는 중요한 수단으로 자리 잡고 있다. 본 연구는 기술수용모델(Technol ogy Acceptance Model, TAM)을 적용하여 인지된 용이성, 인지된 유용성, 외부 변 수 측면에서 가상 관광 체험의 성과를 살펴보고, 이러한 요인들이 사회와 온라인 환 경에서의 커뮤니케이션 효과에 어떠한 영향을 미치는지 살펴보고자 한다. 이에 본 연구는 관련 대상자와의 심층 인터뷰를 실시한 연구 결과를 보면 인지된 용이성과 인지된 유용성이 이용자의 가상 관광 체험 수용과 홍보에 영향을 미치는 주요 요인 으로 밝혀졌다. 그리고 대영박물관, 바티칸 박물관, 스미소니언 자연사 박물관, 운강석굴 등 다양한 가상 관광 플랫폼의 사례도 분석하였다. 본 연구는 가상 관광 연구 에 대해 새로운 관점을 제시하고 가상 관광을 효과적으로 설계하는 방법에 대해 의 견을 제안하였다. 또한, 문화유산 가상 관광의 전파 및 홍보를 위한 이론적인 지침과 실제적인 조언을 제시하였다.
        6,700원
        4.
        2024.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적: 본 연구는 발달장애인을 위한 가상현실(Virtual Reality, VR) 기반 사회성 중재 프로그램에 대해 알아보기 위하여 체계적으로 문헌을 고찰하고 중재 효과를 비교하였다. 연구방법: 2012년 3월부터 2022년 3월까지 10년간 게재된 연구를 대상으로 하였다. 문헌검색을 위한 데이터베 이스로는 PubMed, CINAHL, SCIENCE ON, ERIC을 사용하였고 Google Scholar에서 논문을 추가로 수기 검색하였다. 주요 검색용어는 국내의 경우 “발달장애” OR “자폐스펙트럼장애” OR “지적장애” OR “아스퍼거” AND “가상현실” OR “증강현실” AND “사회성”을 사용하였고, 국외의 경우 “Developmental disability” OR “Autism spectrum disorder” OR “Intellectual disability” OR “Asperger’s” AND “Virtual reality” OR “Augmented reality” OR “Social”을 사용하였다. 검색된 문헌은 PICO (Patients, Intervention, Control, Outcome) 양식에 따라 체계적으로 분석하였다. 결과: VR 기반 사회성 훈련 프로그램은 주로 자폐스펙트럼 및 아스퍼거 장애 그룹에 적용되고 있었다. 적용 대상의 연령은 아동기에서 성인기까지 다양하였고, 아동과 청소년의 경우 또래 관계 및 학교생활 적응이 주된 훈련 목표였고 성인기는 면접 및 직장생활 기술이 주된 훈련 목적이었다. VR 기반 사회성 중재 프로그램은 발달장애인의 감정인식, 의사소통 기술, 직업기술 향상에 도움이 되는 것으로 나타났다. 결론: VR 기반의 사회성 중재 프로그램은 가상현실 내 다양한 치료 맥락을 설정할 수 있고 체계적으로 치료 조건을 조절할 수 있는 임상적 장점이 있다. 향후 다양한 진단 군의 특성을 반영한 VR 기반 사회성 훈련 프로그램이 연구되기를 기대한다.
        5,700원
        5.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Background: Most studies targeting stroke patients have confirmed improvements in balance and walking using immersive and non-immersive virtual reality training programs. However, to date, there are not many studies targeting brain activation enhancement for the two training programs. Objectives: The purpose of this study is to investigate the effect of a virtual reality training program on the EEG of stroke patients according to differences in immersion. Design: A randomized controlled trial. Methods: A total of 20 stroke patients, with 10 in an immersive virtual reality training programs group (IVRG) and 10 in a non-virtual reality training programs group (NVRG) were randomly assigned to exercise three times a week for 6 weeks. EEG was measured for 2 minutes using DSI-24. Results: The intra-group difference in relative alpha waves of brain waves was not significant for both groups, and the between-group difference was not significant. Differences in EEG relative beta waves in the experiment group were significant in the Fp1, Fp2, Cz, C3, C4, P3, and O2 in the experiment group, and significant in the Cz and O2 in the control group. As a result of comparing the differences between each group before and after, there was a significant difference in the Fp1 area. Conclusion: Virtual reality training programs based on differences in immersion were found to have a positive effect on EEG. Therefore, it is believed that a virtual reality training program based on differences in immersion can be provided as a clinical intervention method for EEG.
        4,500원
        6.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Virtual reality (VR) simulation in nursing education, especially in the teaching of VR simulations just prior to clinical practice, has the potential to enhance the effectiveness of clinical practice and better prepare nursing students for patient care. The aim of this study was to evaluate the effect of a preclinical VR simulation education program on the development of critical thinking, self-efficacy, problem-solving ability, and perceived clinical competency among undergraduate nursing students. The study was conducted between May and June 2021 using a pretest-posttest design with a control group. A total of 42 nursing students were recruited through convenience sampling from two separate classes. The intervention group participated in VR simulation education, while the control group engaged in lecture-based education, before beginning clinical practice. Assessments were conducted before preclinical education and after completing clinical practice using structured questionnaires. The data was analyzed using chi-square tests, independent t-tests, and ANCOVA. The findings indicated that the intervention group had a significantly higher score in perceived clinical competency compared to the control group (F = 5.25, p = 0.029) after controlling for pretest scores. However, there were no statistically significant differences in critical thinking, self-efficacy, or problem-solving abilities between the two groups. These findings suggest that preclinical VR simulation education is partially effective in preparing nursing students for their clinical practice, underscoring the need for a balanced educational approach that integrates VR with clinical practice to develop a full spectrum of nursing skills and knowledge.
        4,300원
        7.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study analyzes the body shapes of lower-body obese female adolescents and proposes a slacks pattern suitable for their body type. Lower-body obesity is a prevalent type of teenage obesity, and our proposals aim to improve consumer satisfaction in ready-to-wear clothes across this demographic. We first observe characteristics of obese lower bodies, noting significantly above-average thigh and hip circumference. These figures indicate a high degree of curvature in obese lower bodies, along with a large drop value. Leveraging this data, we develop a novel slacks pattern using 3D avatars in a virtual simulation system. The formulas for the main areas of the pattern are as follows: front waist girth W/4+0.75cm+0.5cm, back waist girth W/4+0.5cm– 0.5cm, front hip girth H/4+1.25cm–0.5cm, back hip girth H/4+2cm+0.5cm, front crotch extension H/16+0.5cm, back crotch extension H/8+1cm. Results from appearance evaluations show that this pattern minimizes strain rate on the waist and hips, and its average score is significantly higher than that of an alternative pattern that was also evaluated. The minimized strain rate and high average score indicate that our pattern assigns a sufficient amount of space to the appropriate areas. Based on these results, we expect our research to inform slacks pattern development and production for obese consumers of all types.
        4,500원
        8.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근 기술이 발전함에 따라 다양한VR (Virtual Reality) 및AR (Augmented Reality) 장치들이 등장하고 있다. 이 러한 장치들의 대부분의 콘텐츠는 사용자 상호작용을 위해 컨트롤러에 의존하고 있으나 컨트롤러는 휴대하 기 어렵고 분실하기 쉽다는 단점이 있다. 또한, 컨트롤러를 통한 사용자 인터페이스는 장치에 익숙하지 않은 사용자들이 불편함을 느낄 수 있고 새로 인터페이스를 배워야 하는 한계가 있다. 이러한 문제를 해결하기 위 해Oculus Quest는 핸드 트래킹 기술을 도입하여 사용자가 자연스러운 손 제스처를 인터페이스로 사용할 수 있게 하였다. 그러나 핸드 트래킹을 활용하는 방법은 그 어려움 때문에 아직 널리 연구되지 않았고 아직 활 용되지 못하고 있다. 이에 VR 콘텐츠와 상호작용하는 데 손을 사용하는 방법을 탐구하고, 그것을 이용하여 콘텐츠를 만드는 방법을 설명한다
        4,000원
        9.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study aimed to explore nursing students' experience of learning cardiopulmonary resuscitation (CPR) in a web-based virtual simulation (vSim) through analysis of the reflection journals. Method: From June to July 2020, data were collected from 48 fourth-year nursing students who performed the simulation by reviewing prompt feedback on their CPR performance. The contents of the reflection journals were analyzed using NVivo qualitative data analysis software. Results: Nursing students experienced unfamiliarity with the English-based virtual environment as well as psychological pressure and anxiety about emergencies. Incorrect interventions were identified in the following order of frequency: violation of defibrillator guidelines, missing fundamental nursing care, error in applying an electrocardiogram monitor, inadequate initial response to cardiac arrest, insufficient chest compression, and inadequate ventilation. Lastly, the participants learned the importance of embodied knowledge, for knowing and acting accurately and reacting immediately, and their attitudes as nurses, such as responsibility, calmness, and attentiveness. Learning strategies included memory retention through repetition, real-time feedback analysis, pre-learning, and imagining action sequences in advance. The level of achievement, time required, CPR quality, and confidence improved with behavior-modification strategies developed through self-reflection. Conclusion: Educational interventions that are based on understanding accurate algorithms can strengthen selfawareness of mistakes to improve efficient imparting of CPR education.
        4,900원
        10.
        2023.11 구독 인증기관·개인회원 무료
        The radioactive cesium, released from the normal operation or the accidental operation of nuclear facilities, should be regularly monitored for environmental regulatory compliance. The 135Cs/137Cs isotopic ratios, potentially useful for long-term tracking Cs transport in seawater, can be used as a tool of understanding how radionuclides are transported from different nuclear production source terms and distributed in the ocean. The ultra-high sensitive mass spectrometers (TIMS, SF-ICP-MS and TQ-ICP-MS) have been used to measure the 135Cs/137Cs isotopic ratios. However, the radiochemical separation of Cs from the seawater matrix is essential for the analysis of Cs using the mass spectrometers. An automated radiochemical procedure for the separation of Cs in seawater was developed for the analysis of 135Cs/137Cs isotopic ratios using a sequential column chromatography with AMPPAN and AG50Wx8 cation exchange resins. National Instrument’s LabVIEW is a graphical programming language and a powerful tool for the instrument control. A virtual instrument system for the automated separation of cesium isotopes was developed by the state machine of the fundamental design patterns in LabVIEW. In this study, the conceptual designs of an automated separation system of cesium isotopes, its virtual instrument system based on the LabVIEW state machine architectures and an automated radiochemical procedure were described for the purification of cesium isotopes at trace levels found in seawater discharged from the various nuclear facilities.
        11.
        2023.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study aimed to suggest a suitable collar pattern by visually evaluating the appearance of the amount of collar drape by the starting position of the lapel line of a double-breasted tailored jacket using a 3d virtual fitting program. It created an avatar based on the mean size of women in their 20s (the 8th Size Korea) using clo network (double fastening: 10cm, collar width: 4.5cm, collar stand: 3cm, and lapel width: 8.5cm). The starting of the lapel twist line was waistline level, the 1/2 level of bustline and waistline, or bustline level, and collar laying amount was 4.5, 5.5, 6.5, or 7.5cm. It was evaluated by garment construction experts using 5, 6, and 4 items on the front, sides, and back, respectively. Descriptive statistics, F-test, Duncantest, and reliability analysis were conducted using SPSS 22. When collar laying amount was 6.5cm, it was best rated regardless of the starting point. Under waist line, when collar laying amount was 6.5cm, it was best rated regardless of the starting point. When collar laying amount was large, the collar’s outline length increased, resulting in unnecessary wrinkles from the neckline to the lapel, affecting the overall collar appearance. When collar laying amount was the smallest, the collar was lifted and the width was narrowed, exposing the seam connecting the collar and neckline. The length of the collar’s outline varied depending on collar laying amount, which was important to make the outline sit comfortably on the body.
        4,200원
        12.
        2023.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study seeks to increase the satisfaction of elderly men when purchasing and wearing ready-to-wear clothes by designing a slacks pattern suitable for their body type, which is determined by analyzing their lower bodies using virtual avatars and 3D virtual simulation system. The study found the following. First, based on virtual visualization of the comparison slacks pattern, the waistline position was consistently the lowest scored question among the evaluation survey items. Interpretation of this dissatisfaction suggests that, because the front waistline falls below the abdomen, the lower body, and especially the abdominal shape, is unpleasantly emphasized. Second, by using a virtual simulation system, the study developed a new slacks pattern that considered the concerns of elderly men. The primary measurement changes were as follows: front waist girth W/4+1.5cm+0.5cm, back waist girth W/4+1.5cm–0.5cm, front hip girth H/4+2.5cm–0.5cm, back hip girth H/4+2.5cm+0.5cm. Third, the new slacks pattern’s appearance was evaluated more highly than the comparison pattern, confirming the new pattern’s appropriateness for elderly men. This study demonstrates how slacks and other clothing patterns designed in a 3D virtual garment simulator can be used to design more appealing clothing for elderly men, increasing the satisfaction of wearing ready-made clothes at older ages.
        4,500원
        13.
        2023.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 한옥의 해석모델 구축을 지원하고, 구축된 해석모델의 활용도를 높이고자 이를 활용한 가상현실 소프트웨어를 개발 하였다. 한옥의 구조해석 모델은 범용 구조해석 소프트웨어인 midas Gen으로 생성하고, 이를 문자기반 입력파일로 변환한 후 본 연구 에서 개발된 소프트웨어에서 한옥 해석모델의 검토에 필요한 자료들을 저장한다. 개발된 가상현실 소프트웨어 내에서 3차원으로 표 현된 한옥의 해석모델은 시점을 변경하며 살펴볼 수 있고 특정 부재를 선택하여 관련된 자료를 확인할 수 있다. 이러한 과정을 통해 해 석모델의 오류를 확인 및 수정하여 완결된 해석모델을 구축할 수 있다. 개발된 소프트웨어는 3개의 한옥 사례에 적용하여 그 적용성 과 효용성을 검증하였으며, 구조분야 이외의 타 분야에서도 활용될 수 있다.
        4,000원
        14.
        2023.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적 : 본 연구는 몰입형 가상현실과 비몰입형 가상현실 두 가지 형태의 가상현실 기기를 이용한 중재가 만성 뇌졸중 환자의 상지기능 향상에 미치는 효과를 알아보고자 하였다. 연구방법 : 연구 대상은 뇌졸중 발병 후 6개월 이상인 편마비 환자 3명이었다. 연구설계는 단일대상실험연 구(single-subject research design)인 AB 디자인과 교차 연구설계(alternating design)를 사용하였 다. 중재효과를 측정하기 위한 상지기능 평가는 Box and Block Test와 Fugl-Myer Assessment를 사 용하였고, 연구진행은 기초선 4회, 중재 기간 16회를 포함하여 총 20회기를 진행하였다. 연구결과는 시 각적 그래프와 2SD 구간을 설정하여 분석하였다. 결과 : 연구결과는 비몰입형과 몰입형 가상현실 중재법 모두 기초선과 비교하여 Box and Block Test, Fugl-Myer Assessment 점수가 확연히 증가하였다. 그러나 비몰입형 가상현실 중재와 몰입형 가상현 실 중재 간의 의미있는 차이는 발견할 수 없었다. 결론 : 본 연구는 몰입형 가상현실을 이용한 중재가 비몰입형 가상현실을 이용한 중재와 같이 만성 뇌졸중 대상자의 상지기능 향상에 긍정적인 효과를 줄 수 있다는 것을 확인하였다. 이러한 결과는 만성 뇌졸중 대상자들의 상지기능 향상을 목표로 하는 임상현장에서 가상현실 중재와 연구에 유용한 자료가 될 것이 라 사료된다.
        4,500원
        15.
        2023.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study utilized the unified theory of acceptance and use of technology 2 (UTAUT2) to examine usage intentions associated with virtual fitting services. Six independent variables were examined: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and habit. The study collected responses from 445 participants who had utilized virtual fitting services. Regarding factors related to usage intentions associated with these services, performance expectancy and social influence were found to significantly influence the usage intentions associated with photo-based virtual fitting services. Furthermore, performance expectancy, social influence, and habit significantly influenced the usage intention of avatar-based virtual fitting services. This suggests that higher levels of performance expectancy and social influence positively impact the usage intentions associated with both types of virtual fitting services, while habit influences only avatar-based virtual fitting services. Moreover, the findings confirm that effort expectancy, facilitating conditions, and hedonic motivation from UTAUT2 do not significantly influence usage intentions associated with virtual fitting services. By analyzing factors influencing potential customers’ virtual fitting service usage intentions, this study can suggest effective strategies to increase usage intentions for companies providing virtual fitting services. Additionally, these findings can be utilized in the formulation of virtual fitting service marketing strategies.
        4,800원
        16.
        2023.07 구독 인증기관 무료, 개인회원 유료
        This study examined the effects of user interactivity with VR in a digital retail setting on mental imagery and sensory brand app experience and its consequential impacts on perceived enjoyment, perceived usefulness, attitude toward using VR, and behavioral intent. Mental imagery is understood in relation to quantity, vividness, and valence. The user involvement with the device is employed as a moderator to fully understand the impact of VR in connection with consumer engagement. An IKEA VR application was utilized for this study. A convenient sample of college students was recruited from a large research university in the US. The findings of the study show that user interactivity impacts mental imagery, and it subsequently influences sensory brand app experience, perceived enjoyment, perceived usefulness, attitude toward using VR, and behavioral intent. Overall, this study provides meaningful and practical information to academicians and practitioners.
        4,000원
        17.
        2023.07 구독 인증기관 무료, 개인회원 유료
        With the increasing popularity and attention towards virtual stores, the present study examines how consumers' perception of spatial and human crowdedness affects consumers' behavioral and attitudinal intention to shop at the virtual store through positive emotional arousals. Using two between-subject experiments (crowdedness: low spatial x high; low human x high), 171 participants were randomly assigned to each condition. The results demonstrated highly crowded virtual space with more merchandise creates a consumer’s positive emotional arousal, which leads to a positive attitude and satisfaction. Further, consumers perceive positive social crowdedness (i.e., when other shoppers are present) develops excitement among consumers who may entice positive attitude and satisfaction. Findings suggest that retailers should develop stimulating virtual stores.
        4,000원
        18.
        2023.07 구독 인증기관·개인회원 무료
        With the raise of artificial intelligence (AI), a new form of influencers has entered the proposition of marketing strategies for brands. Virtual influencers (VI’s) have shown their potential for brands in general, fashion lifestyle, or fashion luxury, even being more impactful in specific aspects than traditional influencers. Zooming in on sports, the VI space has been discovered by some brands already, yet for lifestyle sports products only. The performance sports products environment is still untouched. This study aims to identify the potential goals to be achieved for sports brands creating human-like virtual influencers to implement in their performance range of products strategy.
        19.
        2023.07 구독 인증기관·개인회원 무료
        In recent years, advances in the digital and live streaming economy have led to exponential growth in the number of self-employed streamers who have become an integral part of the self-driven digital labor force. However, previous research on the impact of streamers' work time arrangements on their virtual gifts remains scarce. To fill this gap in the literature, using large-scale data from Kuaishou live streaming platform, we demonstrate that several features of streamers' work time have an important impact on their virtual gifts. Specifically, our results suggest that work time duration and timing improve streamers' virtual gifts; meanwhile, work time tempo has an adverse effect on streamers' earnings. Taken together, our results provide novel and actionable insights for millions of self-employed streamers, agencies, platforms, and policymakers.
        20.
        2023.07 구독 인증기관·개인회원 무료
        With the rapid development and progress of modern social economy and science and technology, a new concept has emerged in the public's vision: the digital creative industry, which is a type of industry that combines modern information technology and cultural creative industries into one and integrates them, such as "the universe", virtual products, artificial intelligence, VR technology, and so on. Research by ARK INVEST shows that the compound growth rate of the "meta universe" will reach 17%, increasing from $180 billion currently to $390 billion in 2025. The mature "meta universe" can satisfy users to complete all social, entertainment, and other attributes similar to the real world.
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