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        검색결과 20

        1.
        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
        2.
        2023.07 구독 인증기관·개인회원 무료
        Digital technologies that travel between the real and virtual worlds are rapidly adopted by many fashion brands for building virtual fashion spaces. This study aims to investigate the consumer experience of the components of the virtual fashion show and their effect on virtual fashion space, perceived benefits, perceived risk, and behavioral intention in the immersive fashion virtual space. The stimulus for this study was selected as the Prada virtual reality (VR) fashion show which is one of the most active in the VR field. The influence of perceived virtual fashion space and the moderating effect of VR sickness and fashion innovativeness are discussed. This study provides implications about consumer perception and behavior using VR in the context of virtual fashion space for researchers and practitioners.
        3.
        2023.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구의 목적은 가상현실 체육실 수업의 실재 경험이 즐거움과 몰입을 경험할 때 스포츠 활동 참여의도에 어떤 영향을 미치는지 알아보는 것이다. 조사는 초등학교 고학년을 대상으로 총 300명을 60부 씩 표본추출하여 설문지 중 응답이 불성실한 24부를 제외하고 총 276부의 자료를 연구에 사용하였다. 본 연구에서 사용한 데이터 처리는 SPSS ver. 24.0 및 AMOS 버전. 24.0 통계프로그램을 이용하여 확증요인 분석, 빈도분석, Cronbach's α 계수계산, 상관분석, 구조방정식모형분석을 실시하였다. 이러한 과정을 통 해 다음과 같은 결과를 도출하였다. 첫째, 가상현실 체육실 수업의 실재 체험은 즐거움에 정(+)의 영향을 미쳤다. 둘째, 가상현실 체육실 수업에서 즐거움과 몰입의 관계는 정(+)의 영향을 미쳤다. 셋째, 가상현실 체육실 수업의 즐거움은 체육활동 참여의도에 정(+)의 영향을 미쳤다. 넷째, 가상현실 체육실에 참가한 학 생들의 수업몰입도는 향후 체육활동 참여의도에 정(+)의 영향을 미쳤다.
        4,000원
        4.
        2022.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Purpose: This study aimed to explore the meaning of simulation practice after experiencing virtual simulation for nursing students with clinical practice experience. We attempted to determine a nursing simulation strategy as an alternative to the clinical practice in the COVID-19 pandemic. Methods: The participants were seven nursing students who experienced clinical practice and completed alternative virtual simulation practice in the COVID-19 pandemic. The data were collected through in-depth interviews and analysed using the phenomenological methodology. The key question was “what is the meaning and nature of child health nursing practice using virtual simulation in the COVID-19 pandemic?” Results: The significant statements were categorized into 14 themes, 7 theme clusters, and 2 categories. The categories extracted were “a sense of difference between virtual and reality” and “experience systematic learning transfer.” Conclusion: Practical education through nursing simulation is important for students to experience a systematic and efficient learning. Additionally, simulation educators should produce various efforts to help students achieve the learning outcomes, such as scenarios, class environments, and instructor preparation, to reduce their sense of separation from practice.
        4,800원
        5.
        2022.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 가상 시뮬레이션기반 노인간호 실습교육 실시 후 간호대학생의 몰입경험과 학습역량 이 학습만족도에 미치는 영향을 파악하기 위한 조사연구이다. 연구 대상자는 간호대학 학생 72명을 대상으 로 하였고, 자료수집은 2021년 4월 2일부터 5월 7일까지 온라인 설문을 통해 수행하였다. 자료분석은 SPSS/WIN 24.0을 이용하여 기술통계, 상관관계 및 다중회귀분석을 사용하였다. 연구결과, 가상 시뮬레이 션 교육 후 간호대학생의 학습만족도는 몰입경험(r=.656, p<.001), 학습역량(r=.672, p<.001)과 유의한 정 적 상관관계를 보였다. 학습만족도에 가장 영향력이 있는 요인은 학습역량(β=.459, p<.001), 몰입경험(β =.413, p<.001)으로 나타났으며 모형의 설명력은 60.9%이었다. 그러므로 가상 시뮬레이션 교육 후 학습만 족도를 향상시키기 위해서 실습에 대한 몰입을 촉진하고 개개인의 학습역량을 향상시킬 수 있는 방안들을 개발할 것을 제언한다.
        4,200원
        6.
        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
        10.
        2020.11 구독 인증기관 무료, 개인회원 유료
        In the era of the Fourth Industrial Revolution, the application of ICT technology has brought many changes in society. In particular, the paradigm shift of consumer shopping, which customers experience through the incorporation of new technologies in the shopping environment, is also bring a big change of shopping behavior. In this study, we implemented a virtual reality shopping environment, a form of new distribution channel, and then attempted to find out the user’s time distortion and enjoyment as well as the future intention of using VR by allowing the respondents to experience the VR shopping. In addition, this study examines the mediation role of time distortion between telepresence and interactivity, and enjoyment. Managerial implications and limitations of the results of this study are also discussed.
        3,000원
        11.
        2020.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The goal of this study was to develop a haptic communication system that can convey the tactile sensation of fashion materials in a virtual environment. In addition, the effectiveness and how realistically the virtual fabric image of this system delivers the tactile sensation of actual fabric was verified. First, a literature review was conducted through which the tactile attributes of fashion materials were defined that would be implemented in the haptic communication system. Then, a questionnaire for evaluating the tactile attributes of fashion materials was developed. Next, a haptic communication system was designed to convey fashion image experiences in a virtual environment, from which a haptic rendering model was suggested. The effectiveness of the haptic communication system was evaluated by verifying user experiences with questions developed through a user evaluation experiment. The validity of the evaluation questions pertaining to the tactile attributes and the effects of the haptic communication system were verified. Factor analysis was conducted to verify the evaluation of the tactile sense attributes of the fashion material, which identified density, thickness, and elasticity of the material as key factors. As a result of comparisons between the tactile sense through haptic characteristics and through touching, it was observed that regarding density and thickness, tactile sense experience led to greater perceived reality, while this was not the case for elasticity.
        4,600원
        12.
        2018.07 구독 인증기관·개인회원 무료
        Immersive Virtual Environment Technology (IVET) has emerged as a relevant technology in the marketing environment, with increased use in the retail context (O’Brien, 2016). As its use increases, there is a need to better understand its impact on consumer behavior and the experience that it delivers. Therefore, this study proposes a research model that captures the key constructs in understanding consumer acceptance behavior of the innovative technology used in marketing and how it impacts the brand experience. The objective of this study is to examine 1) antecedents (i.e., message fit and personal innovativeness) that may impact user’s attitude toward the IVET advertisement and self-image congruence, and 2) the transfer of positive or negative IVET advertisement attitude to behavioral intention. Survey was distributed at a large Southern university in USA. Out of 213 survey completed, 143 was usable. Hypotheses were tested using the structural equation model (SEM) analysis with maximum likelihood method (AMOS 23). The results showed that message fit had no significant impact on ad attitude and self-image congruence. Personal innovativeness had positive impact on ad attitude, but not on self-image congruence. Ad attitude had no effect on self-image congruence while having significant positive impact on offline store and online store visit intentions. Lastly, self-image congruence influences both offline and online store visit intentions. The results demonstrate that evaluation of the virtual world brand experience (i.e., attitude toward the IVET advertisement) is a strong predictor of user behavior toward the brand. A consumer’s interactions with a brand in the virtual environment may provide important information about the consumer’s desire to develop a relationship with the brand in other marketing channels, and serves as an opportunity for the marketer to assist in the buying process. Further, personal characteristic such as personal innovativeness may have a significant impact on a their attitude toward the IVET marketing which further leads to consumer’s decision to visit the online and offline store. In addition, self-image congruence were found to positively affect user’s intention to visit the stores, such that consumers who perceive their brand experience as more consistent with their self-image are more likely to consider purchasing the brand in the real world. The results suggest that some consumers may tend to behave in ways that are congruent with their self-identity across marketing channels.
        13.
        2018.07 구독 인증기관·개인회원 무료
        Immersive Virtual Environment Technology (IVET) has emerged as a relevant technology in the marketing environment, with increased use in the retail context (O’Brien, 2016). As its use increases, there is a need to better understand its impact on consumer behavior and the experience that it delivers. Therefore, this study proposes a research model that captures the key constructs in understanding consumer acceptance behavior of the innovative technology used in marketing and how it impacts the brand experience. The objective of this study is to examine 1) antecedents (i.e., message fit and personal innovativeness) that may impact user’s attitude toward the IVET advertisement and self-image congruence, and 2) the transfer of positive or negative IVET advertisement attitude to behavioral intention. Survey was distributed at a large Southern university in USA. Out of 213 survey completed, 143 was usable. Hypotheses were tested using the structural equation model (SEM) analysis with maximum likelihood method (AMOS 23). The results showed that message fit had no significant impact on ad attitude and self-image congruence. Personal innovativeness had positive impact on ad attitude, but not on self-image congruence. Ad attitude had no effect on self-image congruence while having significant positive impact on offline store and online store visit intentions. Lastly, self-image congruence influences both offline and online store visit intentions. The results demonstrate that evaluation of the virtual world brand experience (i.e., attitude toward the IVET advertisement) is a strong predictor of user behavior toward the brand. A consumer’s interactions with a brand in the virtual environment may provide important information about the consumer’s desire to develop a relationship with the brand in other marketing channels, and serves as an opportunity for the marketer to assist in the buying process. Further, personal characteristic such as personal innovativeness may have a significant impact on a their attitude toward the IVET marketing which further leads to consumer’s decision to visit the online and offline store. In addition, self- image congruence were found to positively affect user’s intention to visit the stores, such that consumers who perceive their brand experience as more consistent with their self-image are more likely to consider purchasing the brand in the real world. The results suggest that some consumers may tend to behave in ways that are congruent with their self-identity across marketing channels.
        14.
        2018.07 구독 인증기관·개인회원 무료
        With the rapid development of network economy and information technology, customers through the internet platform to participate in product development and innovation, dominant the spread of value proposition engagement spread, etc., has become an important part of the creation of customer assets, as well as a profound change in brand management. This paper constructs a model of how the brand experience affects customer assets in the virtual branding community under the perspective of value co-creation, analysis the impact of value co-creation of customer participation (sponsored value co-creation and autonomous value co-creation), the motivation of value co-creation on brand experience, and then on customer assets. This paper also explores the regulatory effect of value proposition engagement in brand experience and customer asset. This study will use the involvement theory and the theory of stimulus-response for empirical research, and through the questionnaire survey of consumers, using SPSS20.0 and AMOS20.0 statistical software on the relevance of relevant variables to grasp, and carries on the analysis using structural equation model. The research of this paper will enrich the exposition and explanation of building a brand experience better through value co-creation in virtual brand community, and provide theoretical support and practical advice for the implementation and management of customer assets.
        15.
        2017.12 구독 인증기관 무료, 개인회원 유료
        In Peru, according to the Census of Students (ECE) carried out by the Ministry of Education at 2016 (MINEDU), there are sustained differences between learning goals in rural and urban schools. There are more than 20 thousand educational robotic kits distributed nationwide. It requires trained teachers to develop their digital competence and integrate these resources into the teaching-learning process. In this context, a virtual course was designed and executed, showing rural teachers how to plan learning sessions that integrate Information and Communication Technologies (ICT) in their pedagogical practice. The course was validated with 2500 registered teachers. In the first court, 300 did not log into the virtual classroom, 500 did not to complete the course, 1170 remained active, 534 successfully completed the course and 473 gained a certificate through the virtual platform. In the second court, there are 667-registered teachers. The conclusions of the experience indicate that it is possible to implement strategies for electronic learning aimed at rural teachers in a sustainable and cost - effective way using ICT, which spontaneously create virtual communities of collaborative learning, which support the process allowing implementation the "Knowledge Management". This experience will allow us to make recommendations for rural education policy in Peru (Fernández Morales, Iriarte Gómez, Mejía Solano, & Revuelta Domínguez, 2017).
        4,500원
        16.
        2017.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to identify the moderating effects of internet shopping experience on appearance management in elder people, psychological adaptation and social connectedness. Data were collected from 257 elder people who living in Seoul or Gyeonggi-do. Collected data were analyzed by frequency, descriptive statistic analysis, moderated stepwise regression. The results of the study were as follows: First, appearance management of elder people was significantly related to psychological adaptation and social connectedness. Second, internet shopping experience moderated between appearance management and social connectedness. Third, internet shopping experience is not a moderator variable on between appearance management and psychological adaptation, it just was a influential factor on psychological adaptation. Based on these results, it suggests that there are strong needs of approaching of practical and political interventions to development internet shopping system for social connectedness and psychological adaptation of the elderly in future aging society.
        4,000원
        17.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The aim of this study is to verify the effects of user experiences such as present, flow and arousal between game play under 3D virtual environment(VE) and general video game play. For this purpose, Oculus Rift play test experimental treatment methodology was adapted for analysis. As a result, for the present hypothesis between the VE game and general video game, cognitive and present hypotheses were all adopted except for emotional presence, and there was no difference in arousal effect. And, VE game had significant differences in emotional presence, flow concentration effect, flow merging action & awareness and arousal effect compared with general video game. As the study verified that VE game had higher effect in presence effect, sense of realism and user experience of players than general video games through experimental studies, it contributes to elaborate 3D virtual environment game interface design and user experience study.
        4,000원
        18.
        2014.07 구독 인증기관·개인회원 무료
        This study explores the relationship among brand experience, consumer satisfaction and brand loyalty with virtual experience and the virtual community as the intervening variables. We intend to discuss how the new concept of ‘brand experience’ impacted by the internet environment. We integrate the following new research subjects together: brand experience, virtual experience and virtual community. As the research purpose is to understand the effects of virtual environments on brand experience on consumer satisfaction and on brand loyalty, it takes virtual experience as the intervening variable to discuss whether it positively or negatively influences the relationship between brand experience and consumer satisfaction, and takes the virtual commodity variable as the intervening variable to discuss whether it positively or negatively influences the relationship between consumer satisfaction and brand loyalty. This study takes the virtual community members of apple brand in taiwan as the research subjects and 516 questionnaires were completed and returned. The results show that the brand experience had a positive effect on the consumers’ satisfaction and brand loyalty. In addition, the virtual experience has a positive moderating effect on the relationship of brand experience and consumer satisfaction. Finally, this study also discovered that the virtual community also has a positive moderating effect on the relationship between consumers’ satisfaction and brand loyalty.
        19.
        2017.09 KCI 등재 서비스 종료(열람 제한)
        경영학자 Schmitt(1999)는 상품의 마케팅 활동에 있어 그 목적에 대해 고객 체험을 창조하는 것이라 강조하였으며, 기획의 출발점을 체험적 욕구를 충족하는 것이라 주장하였다. 이렇듯 체험의 가치가 높아지는 문화적 현상에 따라 최근 4차 산업 의 중심 동력으로 부상하고 있는 VR(Virtual Reality, 가상현실)기술은 시공간의 제약으로부터 자유로울 수 있으며, 몰입도 높은 가상 체험을 제공한다는 장점으로 인해 체험형 마케팅의 주요 화두로 부상하고 있다. 이에 본 연구는 VR이 마케팅의 수단으로써 적용되었을 때, 이를 체험하는 고객의 브랜드태도와 구매의도의 변화를 연구하 는데 목적을 두고 있다. 실증적 분석을 위해 모 브랜드스토어에서 집행되었던 VR마케팅 사례를 실험대상으로 선정하여 온 라인을 통한 설문조사를 실시하였으며, VR마케팅을 Schmitt의 체험 요소에 대입하여 그 속성을 분류하고 이를 브랜드태도 및 구매의도 간 상관관계를 통해 분석하였다. 총 30문항으로 구성된 설문을 대상자 123명에게 조사하여, 그 결과 결측값을 제외한 94명으로부터 설문 데이터를 수집하였고, 이를 통해 현재 VR 마케팅이 고객의 브랜드태도 및 구매의도의 변화에 어떠한 영향을 미치고 있는지 확인할 수 있었다. 본 연구는 Schmitt의 체험이론을 통해 체험마케팅의 일종으로써 VR기술 의 마케팅적 가치를 최초로 분석한 연구라는 점에 의의가 있다. 모집단의 제한적 연령, 온라인 조사에 한정하여 현장 방문 후, 매체를 경험한 체험자를 대상으로 직접 설문을 진행하지 못한 한계가 있었음에도 불구하고 본 연구는 브랜드스토어의 VR마케팅 활용에 대한 이론적 이해의 틀을 마련하며 체험요소 강화를 위한 마케팅 전략 수립에 도움이 될 수 있을 것으로 기대한다.
        20.
        2015.06 KCI 등재 서비스 종료(열람 제한)
        본 연구는 3D 가상현실에서의 운전 시뮬레이션 게임과 일반 모니터를 사용한 비디오 게임의 환경에서 실재감, 몰입, 각성의 사용자 경험이 어떠한 차이를 나타내는지를 비교 실험을 통해 수행하였다. 또한 운전 시뮬레이션 게임의 기능적 효과 측면에서 기능성 효과인 운전태도와 게임성 효과인 정서적 즐거움 그리고 복합적인 효과인 만족도를 비교 분석하였다. 자동차 운전면허를 소지한 초보운전자 남녀 각50명씩 총 100명의 실험 참여자를 선정하여 두 가지 실험 환경에서 운전 시뮬레이션 게임을 플레이테스팅 방법으로 실험을 진행하였다. 연구결과 실재감, 몰입, 각성의 사용자경험이 가상현실 환경에서 더 높은 것으로 나타났으며 게임의 기능적 효과인 운전태도, 정서, 만족도에서도 유의미한 차이를 나타냈다. 이 연구는 기능성게임의 가상현실 적용에 이론적, 실무적 기여를 하고 있다는 점에 의미가 있다.