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Total 167건 7 페이지
  • 77 기술수용모델을 이용한 초기이용자들의 가상현실기기 채택 행동 연구
  • 일시 2017. 05 학술지 디지털융복합연구 15(5) 저자 장한진, 노기영
  • As one of Virtual Reality devices, HMD(Head-Mounted Device) helps users to experience an extended actual environment by providing them with virtual environment flexibly through the device.
  • 최고관리자 11-04 247 댓글 0
  • 76 Emerging Infectious Disease Content in Newspaper Editorials: Public Health Concern or Leadership Iss…
  • 일시 2017. 04 학술지 Science Communication 39(3) 저자 M. S. You, J. M. Joo, Esuri Park, G. Y. Noh, Y. K. Ju
  • We conducted a content analysis of newspaper editorials on the Middle East respiratory syndrome outbreak in Korea. Subject matter, social and personal efficacy information, and affective tone were evaluated using a mixed-methods approach.
  • 최고관리자 11-04 223 댓글 0
  • 75 초등학교 고학년 아동의 비만 영향 요인
  • 일시 2017. 04 학술지 한국보건간호학회지 27(1) 저자 장지혜, 권명순
  • Purpose: The purpose of this study was to investigate the degree of obesity and dietary self-efficacy scale and to identify factors that affect obesity in upper-grade elementary school students.
  • 최고관리자 11-04 208 댓글 0
  • 74 모바일 피트니스 게임에서 메시지 프레임이 지각된 혜택과 심리적 웰빙에 미치는 영향
  • 일시 2017. 04 학술지 한국게임학회지 17(2) 저자 노기영, 장한진
  • This study conducted to analyze the difference of perceived benefits, psychological well-being, exercise application attachment, and perceived exercise achievement according to the message frame provided in the mobile fitness game.
  • 최고관리자 11-04 262 댓글 0
  • 73 흡연시뮬레이션 게임에서 몰입 결정요인에 대한 연구
  • 일시 2017. 04 학술지 한국게임학회지 17(2) 저자 장한진, 노기영
  • This research was conducted to find out determinant variables which can influence the degree of flow in smoking simulation game. We set up flow experience as a dependent variable.
  • 최고관리자 11-04 198 댓글 0
  • 72 Auditory Brainstem Encoding of Plosives in Korean Normal Hearing Listeners
  • 일시 2017. 04 학술지 Audiology & Speech Research 13(2) 저자 이지현, 한우재
  • It is increasingly acknowledged that auditory brainstem response (ABR) elicited by speech can reflect the listener’s perceptual cues of complex sound with replicability and reliability.
  • 최고관리자 11-04 187 댓글 0
  • 71 Substitution Patterns of Phoneme Errors in Hearing Aid and Cochlear Implant Users
  • 일시 2017. 04 학술지 Journal of Audiology & Otology 21(1) 저자 W. J. Han, H. G. Chun, G. B. Kim, I. K. Jin
  • Background and Objectives: It is acknowledged that speech perceptual errors are increased in listeners who have sensorineural hearing loss as noise increases. However, there is a lack of detailed information for their error pattern.
  • 최고관리자 11-04 203 댓글 0
  • 70 근로자의 암 예방 건강행위 영향요인
  • 일시 2017. 03 학술지 한국콘텐츠학회논문지 17(3) 저자 윤명희, 권명순
  • The purpose of this study was to provide basic materials to standardized cancer prevention programs for promotion of health of workers by identifying knowledge, attitude, and preventive health behaviors on the cancer and investigating factors influencing cancer preventive health ...
  • 최고관리자 11-04 207 댓글 0
  • 69 주관적 측정을 이용한 청취 노력의 문헌 고찰
  • 일시 2017. 03 학술지 Korean Journal Otorhinolaryngology-Head Neck Surg 60(3) 저자 이지현, 이승완, 한우재, 김진숙
  • Listening effort is defined as a listener’s mental exertion required to understand a speaker’s auditory message, especially when distracting conditions are present.
  • 최고관리자 11-04 210 댓글 0
  • 68 Effects of the Interactivity of Mobile Fitness Application on Exercise Self Efficacy and Attitude
  • 일시 2017. 03 학술지 Advanced Scisnce Letters 23(3) 저자 Jeong Min Park, Ghee Young Noh
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design.
  • 최고관리자 11-04 227 댓글 0
  • 67 The Effects of Identification with a Game Character in a Smoking Simulation Gameon Perceived Health …
  • 일시 2017. 03 학술지 Advanced Scisnce Letters 23(3) 저자 Han Jin Jang, Ghee Young Noh
  • This study was conducted to test the effects of identification with a game character that was either a real character based on the game user or an animated character in a smoking simulation game.
  • 최고관리자 11-04 249 댓글 0
  • 66 Speech Perception Enhancement in Elderly Hearing Aid Users Using an Auditory Training Program for Mo…
  • 일시 2017. 01 학술지 Geriatrics & Gerontology Internationa 17(1)l 저자 J. H. Yu, H. J. Jeon, C. G. Song, W. G. Han
  • Aims The goal of the present study was to develop an auditory training program using a mobile device and to test its efficacy by applying it to older adults suffering from moderate‐to‐severe sensorineural hearing loss.
  • 최고관리자 11-04 232 댓글 0
  • 65 건강의식과 유희성이 체감형 피트니스 게임수용에 미치는 영향: 확장된 기술수용모델
  • 일시 2017. 01 학술지 한국콘텐츠학회논문지 17(1) 저자 장한진, 노기영
  • This research verified that how Health-Consciousness and Enjoyment can have influence on the Technology Acceptance Model(TAM) using Structural Equation Model(SEM) to suggest a Tangible Fitness Game(TFG) acceptance model
  • 최고관리자 11-04 267 댓글 0
  • 64 체감형 게임의 운동효과와 지속적 게임이용
  • 일시 2016. 12 학술지 한국컴퓨터게임학회논문지 29(4) 저자 이민섭, 이선영, 노기영
  • This study explores whether the use of exergames increases users' physical and exercise effects (i.e., perceived health, physical satisfaction, and perceived exercise effect).
  • 최고관리자 11-03 219 댓글 0
  • 63 1인 게임방송 시청에 영향을 미치는 요인에 관한 연구
  • 일시 2016. 12 학술지 한국게임학회지 16(6) 저자 최민지, 박정민, 노기영
  • This study intended to find out the influence of media usage motivations including Wishful Identification toward BJ, Entertainment, Passing Time,
  • 최고관리자 11-03 226 댓글 0
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