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        검색결과 295

        21.
        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).
        22.
        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
        23.
        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
        24.
        2023.07 구독 인증기관·개인회원 무료
        Entomophagy (or insects eating) is seen as a new, sustainable, and promising protein alternative for consumers in Western countries. Although eating insects is not new for many cultures (e.g., Asian culture), it represents a novel and unconventional eating practice in the Western world (e.g., United States and Europe), often characterized by food taboos and by a negative advertising in the media.
        25.
        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.
        26.
        2023.07 구독 인증기관 무료, 개인회원 유료
        The objective of this research is to analyze the importance of Virtual Reality (VR) in digitally promoting perceived online trust toward green brands. We propose a conceptual framework based on Stimulus-Organism-Response to understand whether VR can increase cognitive and affective experiential state and customers' perceived trust toward green brands.
        4,000원
        27.
        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).
        28.
        2023.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Background: This study attempted a comparative analysis of three splint fabrication methods currently used in clinical fields. Traditional Orthotic Fabrication Method Utilizing Thermoplastic Resin, the Methodology for creating assistive devices using 3D scanner, commercial CAD software, and 3D printing technology, and the Fabrication Method of Arm Splint Based on XR (eXtended Reality) Algorithm. Objectives: The study recruited 12 undergraduate students majoring in physical therapy and occupational therapy who had sufficient knowledge of splints, with an equal gender distribution. The study randomized the participants and conducted the experiment and overall process using a stratified approach. Design: Clinical applied technology experiment Methods: The study used QUEST 2.0 (Quebec User Evaluation of Satisfaction with assistive Technology ver. 2.0) to survey standardization, weight, ease of use, safety, durability, usability, effectiveness, and patient satisfaction, and statistically analyzed all results as quantitative indicators. Results: The score of QUEST 2.0 showed different aspects in some items, and it is difficult to say that certain technologies are superior overall. Conclusion: The study attempted an intuitive interpretation of the results. Overall, it was concluded that the XR method, which allows for easy and fast fabrication, is likely to be more readily accepted in future clinical practice.
        4,000원
        29.
        2023.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 가상현실 지질학습장을 개발하여 학교 현장에서 겪는 어려움으로 인해 소홀히 여겨지는 야외 답사를 대체하는 방안을 찾고자 하는 데 목적이 있다. 이를 위해 교육과정 내용 요소와 가상현실 개발 가능성을 검토하여 적 상산 일대를 중심으로 총 5곳의 지질학습장을 선정하였다. 가상현실 지질학습장은 학생들이 주도적으로 가상의 공간에 서 암석과 지질구조를 관찰하고 탐구할 수 있도록 구성하였으며, 구상화강편마암, 응회암, 역암, 사암, 층리, 절리 등 학 습 요소를 포함하였다. 개발한 학습장이 갖는 교육적 가치를 알아보고자 중학교 1학년 학생 7명에게 적용하고 반-구조 화된 면담을 실시하였으며, 학생 반응 결과를 언어 네트워크를 이용하여 단어 간 의미 있는 관계를 분석하였다. 그 결과로 학생들은 가상현실일지라도 현실감을 느낄 수 있었으며, 이는 곧 암석의 특징을 이해하고 기억하는 데 긍정적인 영향을 주고 있었다. 이는 가상현실 야외지질학습 프로그램을 통해 야외에서 이루어지는 현실감을 학생들에게 간접적으 로 경험하게 함으로써 학습에 긍정적인 영향을 줄 수 있음을 시사한다. 본 연구를 바탕으로 무주군이 지닌 지질 학습 자원이 가상현실을 통해 학교 현장에서 유의미한 학습 자료로 활용되기를 기대한다.
        4,600원
        30.
        2023.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        다양한 불교 수행법들이 국내에 알려지고, 명상 또한 대중화되고 있다. 불교 수행방법을 과학화하여 다양한 심리치유법이 개발되어 유용하게 활 용되고 있다. 이러한 흐름 속에서, 연구자는 불교의 기본 개념 중 하나인 사띠(sati)의 중요성에 주목했다. 사띠에 대응하는 한글 번역어는 ‘마음챙 김’, ‘알아차림’ 등으로 제시되지만, 명료한 합의가 이루어지지 못했다. 이것은 사띠 개념의 복잡성을 시사한다. 본 논문은 문헌연구와 함께 사띠에 관한 실제 사례를 연결하는 의미 있는 연구다. 본 논문의 목적은 사띠의 실천 사례를 관찰하기 어려운 국 내의 연구 상황에서 계율 실천과 사띠 훈련의 연관성을 파악하고자 했다. 태국의 승려들이 빠알리어 계본에 명시된 항목을 어떻게 실천하는지 조 사하여, 논의함으로 국내의 사띠 연구에 좋은 자료를 제공함과 동시에 수 행 및 일상에서의 사띠 실천 가능성을 높이고자 한다.
        6,700원
        31.
        2023.06 구독 인증기관 무료, 개인회원 유료
        Since the increased focus on the essential role of recovering cognitive function after stroke, cognitive rehabilitation of stroke survivors has been important. This study aimed to provide basic data on the successful cognitive rehabilitation of stroke survivors through an literature review of virtual reality cognitive rehabilitation. Methods: The literature review method of Whittemore and Knaf was used. Data was searched on papers published before April 2023, and RISS, NDSL, and KISS were used for the search. Four studies were selected for analysis. Results: The cognitive function of the experimental group applied with the virtual reality cognitive rehabilitation was significantly improved. In the three studies, cognitive function was significantly improved compared to the control group. Conclusion: Findings from the review suggest the necessity of a virtual reality cognitive rehabilitation for older stroke survivors to verify its effectiveness.
        4,000원
        32.
        2023.05 구독 인증기관·개인회원 무료
        A person who performs or plans to conduct a physical protection inspection as stipulated by the law, the act on physical protection and radiological emergency, should obtain an inspector’s ID card certified and authorized by Nuclear Safety and Security Commission Order No.137 (referred to as Order 137). In addition, according to Order 137, KINAC has been operating some training courses for those with the inspector’s ID card or intending to acquire it. Also, strenuous efforts have been put to incrementally elevate their inspection related expertise. Since Republic of Korea has to import uranium enriched less than 20% in order to manufacture fuels of nuclear reactors in domestic and abroad, the physical protection for categorization III nuclear material in transit is significantly important along with an increase in transport. The expertise of inspectors should be constantly needed to strengthen as the increase in transport leads to an increase in inspection of nuclear material in transit. We have suggested a special way to improve the inspector’s capacities through Virtual Reality technology (VR). A 3-Dimensional virtual space was designed and developed using a 3-axis simulator and VR equipment for practical training. HP’s Reverb G2 product, which was developed in collaboration with VALVE Corporation and MicroSoft, was used as VR equipment, and the 3-axis motion simulator was developed by M-line STUDIO corp. in Korea for the purpose of realizing virtual reality. The training scenarios of transport inspection consist of three parts: preparation at the shipping point, transport in route including stops and handover at the receiving point. At the departure point, scenario of the transport preparation is composed with the contents of checking the transport-related documents which should be carried by shipper and/or carrier during transport and confirming who the shipper and/or carrier is. Second, scenario is designed for inspector to experience how carrier and/or shipper protect the nuclear material during transport or stops for rests or contingency and how they communicate with each other during transport. Lastly, scenario is developed focusing on key check items during handover of responsibilities to the facility operator at the destination. Those training scenarios can be adopted to strengthen the capabilities of those with inspector’s ID card of physical protection in accordance with Order 137 and to help new inspectors acquire inspectionrelated expertise. In addition, they can be used for domestic education to promote understanding of nuclear security, or may be used for education for people overseas for the purpose of export of nuclear facilities.
        33.
        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
        34.
        2023.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적 : 본 연구의 목적은 가상현실 기반 주방 과제 수행 시 나타나는 수행오류의 종류와 인지기능과의 상 관관계를 알아보고자 함이다. 연구방법 : 신경학적 결함이 없는 만 60세 이상 건강한 노인 38명을 대상으로 가상현실 환경 내에서 주방 과제를 수행하였다. 주방 과제는 잼 버터 샌드위치 만들기를 시행하였다. 주방 과제를 수행하는 동안 나타나는 수행오류 의 종류를 2명의 작업치료사가 각각 평가하였다. 아울러 캠브리지 전산화 신경 심리평가(Cambridge Neuropsychological Test Automated Battery; CANTAB)의 Stocking of Cambridge(SOC), Executive Function와 Spatial Working Memory(SWM)평가를 실시하였다. 주방 과제 시 보이는 수행오류의 빈도수와 각 인지 영역의 점수 간의 상관관계를 분석하였다. 평가자 간 신뢰도는 SPSS 12.0을 통해 분석하고, 상관관계 분석은 Python을 사용하였다. 결과 : Omission 오류는 SOC의 움직임 횟수와 SWM의 전략 사용과 통계적으로 유의미한 양의 상관을 보였다(p < .05). 반면 commission 오류는 SOC의 움직임 횟수와 통계적으로 유의미한 양의 상관관계 를 보였다(p < .001). 주방 과제를 수행하는 데 걸린 시간과 총 수행오류는 SOC의 움직임 횟수와 통계 적으로 유의미한 양의 상관관계를 보였다(p < .05). 결론 : 가상현실 기반 주방 과제에서 나타나는 수행오류는 작업기억 및 집행기능과 상관관계가 있고, 생태 학적 타당성이 높은 집행기능 평가로써 임상적으로 활용 가능성이 크다. 향후 연구에서 환자 그룹을 대 상으로 인지기능에 따른 수행오류의 특성을 더욱 면밀하게 연구해나갈 필요가 있다.
        4,800원
        35.
        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
        36.
        2022.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        소니아 보이스는 영국의 아프로-캐리비안계 예술가로 미디어와 사회에 만연한 인종주의와 차별, 제국주의와 식민주의의 폐해, 흑인 여성의 주체성에 대해 정치적, 사회적, 문화적 관점에서 논의해온 작가이다. 보이스는 1980년대 영국에서 일어난 흑인 예술 운동의 주요 인물로 활동하며, 주류 문화·예술계에서 소외된 여성 예술가들과 연대하여 다양한 예술 활동에 참여해 왔다. 보이스 의 작업이 다시 한 번 미술계에서 주목받게 된 계기는 59회 베니스 비엔날레(2022)에서 영국 국가 관의 대표로 선정되며 최고 국가관에 수여되는 황금사자상을 수상하면서부터다. 하지만 그간 사회 적 소수자로 분류된 흑인, 여성, 이주민을 영국 미술계에서 인정하고 받아들이게 된 데는 여러 복합 적인 이유가 존재한다. 본 논문에서는 영국의 역사와 정치에서 중요한 격변의 시기에 제작된 보이 스의 대표작품과 전시인 <타잔에서 람보까지: 영국 태생 ‘원주민’은 구성된/자아 이미지와의 관 계와 재구축된 근원에 대해 고려한다>(1987)와 《그녀의 길을 따라》(2022)를 후기 식민주의와 여성주의 관점에서 고찰한다. 두 작업에서 중요하게 살펴볼 부분은 고정된 현상이나 사건에 대한 저항이나 투쟁이 아닌 담론이나 현상이 한 곳에서 다른 곳으로 이동했을 때, 그 교차하는 접점에 서 어떠한 내·외적 갈등이 일어나는지, 그리고 이것이 어떻게 예술로 변용될지에 관한 것이다.
        8,000원
        37.
        2022.11 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Background: Virtual reality (VR) programs based on motion capture camera are the most convenient and cost-effective approaches for remote rehabilitation. Assessment of physical function is critical for providing optimal VR rehabilitation training; however, direct muscle strength measurement using camera-based kinematic data is impracticable. Therefore, it is necessary to develop a method to indirectly estimate the muscle strength of users from the value obtained using a motion capture camera. Objects: The purpose of this study was to determine whether the pedaling speed converted using the VR engine from the captured foot position data in the VR environment can be used as an indirect way to evaluate knee muscle strength, and to investigate the validity and reliability of a camera-based VR program. Methods: Thirty healthy adults were included in this study. Each subject performed a 15-second maximum pedaling test in the VR and built-in speedometer modes. In the VR speedometer mode, a motion capture camera was used to detect the position of the ankle joints and automatically calculate the pedaling speed. An isokinetic dynamometer was used to assess the isometric and isokinetic peak torques of knee flexion and extension. Results: The pedaling speeds in VR and built-in speedometer modes revealed a significantly high positive correlation (r = 0.922). In addition, the intra-rater reliability of the pedaling speed in the VR speedometer mode was good (ICC [intraclass correlation coefficient] = 0.685). The results of the Pearson correlation analysis revealed a significant moderate positive correlation between the pedaling speed of the VR speedometer and the peak torque of knee isokinetic flexion (r = 0.639) and extension (r = 0.598). Conclusion: This study suggests the potential benefits of measuring the maximum pedaling speed using 3D depth camera in a VR environment as an indirect assessment of muscle strength. However, technological improvements must be followed to obtain more accurate estimation of muscle strength from the VR cycling test.
        4,000원
        39.
        2022.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        「Seqalu: Formosa 1867」, a movie based on Yaochang Chen (陳耀昌)’s historic novel 「Lady the Butterfly」, aired on Taiwan’s public broadcaster in August of 2021 and obtained the highest viewership. Furthermore, Yaochang Chen’s novel series 福爾摩沙三族記, 獅頭花, 苦楝花, and 島之曦 were reprinted, which all became best sellers, creating a big wave of of rediscovering Taiwanese history among Taiwanese. Although this series of events started from a fictional novel, it focused on exploring histry and reconfirmed the tension between literature and reality. The novel 「Lady the Butterfly」 is based on a real event, the Rover incident, where an American merchant ship wrecked off the coast of Formosa in 1867 and left 14 sailors attacked by Taiwanese Aborigiens. The novel won the gold medal at 2016 Taiwanese Literature Awards and has been an object of interpretation in the academia. The author, Chen, emphasized that he writes with an objective to recreate the true history of Taiwan and that his works are not ‘historic novels’, but rather ‘novelized history’. He presents a pluralistic view and emphasizes the convergence of Taiwanese people. Critics of his work also talk about the truthfulness of history, not aesthetics of his work. This paper illustrates what kinds of narrative strategy Yaochang Chen uses to confer his pluralistic view and what kinds of questions he throws at literary and historic narratives through his original way of novel creation.
        5,400원
        40.
        2022.05 구독 인증기관·개인회원 무료
        “Radiation measurement situation virtual reality program” is a three-dimensional modeling program. It is a program that virtually implements the measurement situation by applying visualization techniques such as animation effect charts, and effectively delivers gamma radiation energy spectrum data. This program was developed to respond to various measurement situations by visualizing major analysis objects such as radiation detectors, radioactive waste drums, radioactive building structures, and the ground surface as a 3D model. User-friendliness was secured by supporting various control functions such as distance, size, and angle while checking the three-dimensionally produced detector and analysis target in a virtual space. By using high-resolution photos obtained through 360-degree shooting, a virtual space was implemented to approximate the actual situation, such as the ground surface measurement. In addition, data communication safety was secured so that a large number of users could use it through a local area network in consideration of the actual operating environment.
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