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      • KCI등재

        일반대중의 코로나19 예방행동의도 결정요인 연구

        최부헌(Bu Heon Choi) 위기관리 이론과 실천 2021 Crisisonomy Vol.17 No.3

        본 연구는 일반 대중들 327명을 대상으로 코로나19 감염병 예방행동 의도에 영향을 미치는 요인을탐색하였다. 주요 결과는 다음과 같다. 첫째, 코로나19와 관련하여 정부와 질병관리청, 그리고 의료/ 감염병 전문가가 제공하는 정보의 신뢰와 일반 대중의 코로나19에 대한 지식이 위험인식 요인인지각된 민감성과 지각된 심각성에 미치는 영향을 검증한 결과, 정보에 대한 신뢰는 지각된 심각성에유효한 영향을 미치지 못하였으나 지각된 민감성에는 정적 영향을 미쳤다. 일반 대중의 코로나19에대한 지식은 지각된 민감성과 지각된 심각성 모두에 정적 영향을 미치는 것으로 확인되었다. 둘째, 정보에 대한 신뢰와 지식이 코로나19 감염병 예방행동 의도에 미치는 영향을 검증한 결과, 정보에대한 신뢰와 지식은 예방행동 정적 영향을 미치는 것으로 확인되었다. 셋째, 위험인식 요인인 지각된민감성과 지각된 심각성이 예방행동 의도에 미치는 영향을 검증한 결과, 지각된 민감성과 지각된심각성은 코로나19 예방행동 의도에 정적 영향을 미쳤다. 본 연구는 일반 대중의 코로나19 예방행동을 이해할 수 있는 모델을 제안하였다는 점에서 학술적, 실무적 의의가 있을 것이다. This study investigated the factors affecting the intention to prevent COVID-19 infectious diseases, targeting 327 general public. The main results are as follows. First, trust in information provided by the government, the Korea Centers for Disease Control and Prevention, and medical/infectious disease experts related to COVID-19 had a positive effect on perceived susceptibility, and the general public’s knowledge about COVID-19 had a positive effect on perceived susceptibility and perceived severity. Second, trust and knowledge of information had a positive effect on behavioral intention to prevent COVID-19. Third, perceived susceptibility and perceived severity, which are risk perception factors, had a positive effect on behavioral intention to prevent COVID-19. In conclusion, this study will have academic and practical significance in that it proposes a model that can understand the general public’s COVID-19 prevention behavior.

      • KCI등재

        스마트시니어의 가상현실 실감콘텐츠 사용자 경험과 수용의도에 관한 연구 : 확장된 기술수용모델을 중심으로

        최부헌(Bu-Heon Choi) 한국영상제작기술학회 2021 영상기술연구 Vol.- No.37

        This study examined the user experience and acceptance intention of virtual reality immersive contents targeting 185 smart seniors. The main results are presented as follows. First of all, as a result of examining the effect of virtual reality immersive content user experience on technology acceptance belief, presence had a positive effect on immersion, perceived ease of use, and perceived usefulness, interactivity had a positive effect on perceived usefulness, and immersion had a positive perceived ease of use. As a result of examining the effect of user experience on acceptance intention, it was found that only interactivity, excluding presence, immersion, and cybersickness, had a positive effect on acceptance intention. Finally, as a result of examining the effect of technology acceptance belief on acceptance intention, perceived ease of use had a positive effect on perceived usefulness, and both perceived ease of use and perceived usefulness had a positive effect on acceptance intention. In order to increase the acceptance intention of virtual reality content, it is necessary to clearly recognize that virtual reality content is easy to perceived ease of use and perceived usefulness. A strategy should be prepared to organize and effectively promote it.

      • KCI등재

        증강현실 기반 공연예술의 프레즌스와 정보성, 생생함, 몰입경험이 관람의도에 미치는 영향

        최부헌(Bu-Heon Choi),김은미(Eun-Mi Kim) 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.12

        This study investigated the influence of presence, informativeness, vividness, and flow experience in augmented reality-based performing arts on viewing intention. The key findings are as follows: First, presence significantly enhances informativeness. Second, it also positively impacts vividness. Third, presence boosts the flow experience. Fourth, higher levels of informativeness, vividness, and flow experience lead to increased viewing intention. Therefore, it is essential for augmented reality-based performing arts to explore various ways to increase audience presence using AR technology. This approach is key to maximizing informativeness, vividness, and flow experiences in such performances.

      • KCI등재

        모바일 증강현실 기반 온라인 공연 소비자의 만족에 영향을 미치는 요인 연구

        김성태(Soung-Tae Kim),최부헌(Bu-Heon Choi) 한국디지털콘텐츠학회 2021 한국디지털콘텐츠학회논문지 Vol.22 No.6

        This study examined the factors that affect the satisfaction of consumers of mobile augmented reality-based online performances in order to suggest implications necessary for finding a way for the domestic performance industry to take a new leap forward in a non-face-to-face environment. Accordingly, a survey was conducted on 225 college students who had experience watching online performance based on mobile augmented reality, and the results were derived. First of all, Perceived augmented reality had a positive relationship with perceived usefulness and perceived enjoyment. Perceived augmented reality did not have a significant effect on user satisfaction, but perceived informativeness showed a positive relationship with perceived usefulness and perceived enjoyment. Perceived informativeness did not significantly affect user satisfaction, but perceived usefulness and perceived enjoyment showed a positive relationship with user satisfaction. In order to increase user satisfaction of mobile augmented reality-based online performances, a communication strategy that can increase perceived usefulness and perceived enjoyment is required. This study will be meaningful in that it derives the implications necessary for seeking a new leap forward and value for the domestic performance industry in an non-face-to-face environment.

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