PURPOSES : This study aims to perform a quantitative analysis of Forward Collision Warning and crash frequency using heavy vehicle driving data collected in expressway driving environments, and to classify the driving environments where Forward Collision Warnings of heavy vehicles occur for accident-prone areas and analyze their occurrence characteristics. METHODS : A bivariate Gaussian mixture model based on inter-vehicle distance gap and speed-acceleration parameters is used to classify the environment in which Forward Collision Warning occurs for heavy vehicles driving on expressways. For this analysis, Probe Vehicle Data of 80 large trucks collected by C-ITS devices of Korea Expressway Corporation from May to June 2022. Combined with accident information from the past five years, a detailed analysis of the classified driving environments is conducted. RESULTS : The results of the clustering analysis categorizes Forward Collision Warning environments into three groups: Group I (highdensity, high-speed), Group II (high-density, low-speed), and Group III (low-density, high-speed). It reveals a positive correlation between Forward Collision Warning frequency and accident rates at these points, with Group I prevailing. Road characteristics at sites with different accident incidences showed that on-ramps and toll gates had high occurrences of both accidents and warnings. Furthermore, acceleration deviation at high-accident sites was significant across all groups, with variable speed deviations noted for each warning group. CONCLUSIONS : The Forward Collision Warning of heavy vehicles on expressways is classified into three types depending on the driving environment, and the results of these environmental classifications can be used as a basis for building a road environment that reduces the risk of crashes for heavy vehicles.
The relationship of parasocial Interaction is one of the important contents of marketing research in recent years. With the rise of internet economy in the world, more and more enterprises' marketing practices are involved in the marketing process of SNS based on social networks. The interaction between medium and audiences has broken through the non-face-to-face one-way communication mode and forms a twoway communication mode of the relationship of parasocial Interaction in the SNS environment. Based on the signaling theory and the social exchange theory, this dissertation clarifies the driving factors and mechanism between Fashion web celebrity and attributes and relationship of parasocial interaction through the literature review, In the South China, Middle and North China, there were N audiences who used SNS experience as survey target to conduct a survey. And analyzed these data with SEM software. The research found that between Fashion web Fashion web celebrity and attributes and SNS participation motivation show a positive correlation with relationship of parasocial interaction, and there is a positive correlation between relationship of parasocial interaction and identification, relationship of parasocial interaction and identification have positive correlation with customer equity. E-WOM on customer asset-driven process has a clear intermediary role in the relationship of parasocial Interaction. This not only enriches and develops the existing research results of relationship of parasocial Interaction, but also provides guidance for enterprises to manage relationship of parasocial interactions. In addition, it also provides valuable theoretical guidance for enterprises to promote SNS marketing management practices.
This research examined the effects of learning on driving simulation game in virtual reality environment. We tested the difference of presence and learning effects such as learning persistence and learning transfer between general monitor and 3D virtual reality device, Oculus Rift by playtesting experiment. One hundred drivers with a license participated in the experiment of two modes of gaming environment. As a result, the user’s presence was found to be significantly higher in VR than general monitor game. As functional effects of the driving serious game, learning persistence and transfer of learning showed significant differences between two modes. This study validates the effects of virtual reality on learning, as an aspect of serious game function. The results contributes to theoretical and practical application of virtual reality in interactive serious games in the future.
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.