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NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.19 no.5, 2019년, pp.115 - 132
교용용 (전주대학교 일반대학원 문화기술학과) , 한동숭 (전주대학교 게임콘텐츠학과)
This study analyzed factors affecting the perceived fun of VR contents' reuse intention through use of the technology acceptance mode. The factors associated with perceived fun were identified by setting the content quality, VR characteristics, emotional character and flow. The results demonstrate t...
핵심어 | 질문 | 논문에서 추출한 답변 |
---|---|---|
가상현실이란 무엇인가? | 가상현실이란 컴퓨터를 통하여 인공적으로 만들어내는 가상공간에 이용자가 실제로 존재하는 것처럼 인식하게 하는 기술이다. | |
VR콘텐츠는 어떠한 기능을 하는가? | VR콘텐츠는 가상현실 기술을 기반으로 인간의 오감을 통해 실제와 유사한 경험을 제공하는 내용 물이다. VR콘텐츠는 실재감과 몰입감이 중요시되는 모든 영역에 응용 가능하며, VR게임뿐만 아니라 미디어 영상, 테마파크, 교육, 방송, 광고, 스포츠, 전시, 건설, 부동산, 의료, 제조, 산업 등 매우 다양한 형태에 적용되고 있다. | |
재미를 뜻하는 영어적 표현으로 봤을때 재미가 정서적이고 동기 부여적인 속성을 나타내는 여러 의미를 가진 복잡한 단어인 이유는? | 놀이의 가장 중요한 요소인 재미는 용어의 다양성, 모호성, 주관성, 사회성 등의 관점에서 정의하기가 매우 어렵다, 예를 들면, 재미라는 단어의 영어적인 표현은 fun, pleasure, amusement, enjoyment, leisure, entertainment 등과 같이 대단히 많은 동의어를 지니고 있다. 게다가 세대에 따라 "far out" 또는 "cool"와 같이 재미에 대한 동의어를 만들어 내기도 한다. 따라서 재미는 정서적이고 동기 부여적인 속성을 나타내는 여러 의미를 가진 복잡한 단어이다[6]. |
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