• Title/Summary/Keyword: 인지몰입

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Virtual Reality Framework for Realistic Underwater Environment Perception of Immersive Agents (몰입형 에이전트의 사실적인 수중환경 인지를 위한 가상현실 프레임워크)

  • Seong-Hoon Hong;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.391-393
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    • 2024
  • 본 논문에서는 수중에 존재하는 몰입형 에이전트의 움직임을 사실적으로 표현하고 수중 오브젝트들과의 상호작용에서 나타나는 외력을 시각적으로 표현할 수 있는 프레임워크를 제안한다. Unity3D와 HTC Vive를 이용해 사용자의 움직임을 추적하고 수중 물리적 요소인 부력, 저항력, 매그너스 효과를 몰입형 에이전트에 적용시켜 사용자로 하여금 수중에 작용하는 외력을 사실적으로 인지할 수 있게 한다.

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Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

The Influence of Competition Uncertainty on Dancing High School Students' Impacts on Dancing Immersion and Achievement (무용전공고등학생의 경쟁불안이 무용몰입 및 무용성취에 미치는 영향)

  • Jung, Yu-Jin;Min, Yun-Mi
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.441-451
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    • 2020
  • The study was conducted with the aim of identifying the impact of competition anxiety on dance immersion and performance in high school students majoring in dance. As of 2020, online surveys were conducted on students majoring in dance at high schools in Seoul and the metropolitan area. A total of 222 people's data were processed by applying t-test, one-way variable analysis, correlation and multiple regression analysis through SPS 18.0 for Windows, resulting in the following conclusions. First, male students were more confident in their condition than female students, and students who recognized that their family's economic power was in the middle class were more aware. In addition, it was found that the group perceived that economic power was at the top of the list was higher than the median. Second, cognitive anxiety and self-confidence have been shown to have a static effect on immersion into dance. Third, cognitive anxiety and self-confidence have been shown to have a static effect on the achievement of uselessness. Fourth, immersion in dance appeared to be a powerful parameter related to competition anxiety and achievement of dance. To sum up the above conclusions, competition among high school students majoring in dance has been shown to increase their performance by immersing themselves in dance, but further studies of these psychological variables are expected to have side effects.

Improvement of Cognitive Rehabilitation Method using K-means Algorithm (K-MEANS 알고리즘을 이용한 인지 재활 훈련 방법의 개선)

  • Cho, Ha-Yeon;Lee, Hyeok-Min;Moon, Ho-Sang;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.259-268
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    • 2018
  • The purpose of this study is to propose a training method customized to the level of cognitive abilities to increase users' interest and engagement while using cognitive function training contents. The level of cognitive ability of the users was based on the clustering based on the users' information and Mini-Mental Statue Examination-Korea Child test score using the K-means algorithm applied collaborative filtering. The results were applied to the integrated cognitive function training system, and the contents order and difficulty level of the cognitive function training area were recommended to the user's cognitive ability level. Particularly, the contents difficulty control was designed to give a high immersion feeling by applying the 'flow theory' method that users can repeatedly feel tension and comfort. In conclusion, the user-customized cognitive function training method proposed in this paper can be expected to be more effective and rehabilitative results than existing therapists' subjective setting of contents order and difficulty level.

Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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The Relationship of flow Experience, Self-esteem, Exercise adherence Intention in Youth Sports Club Participant (청소년 스포츠클럽 참여자의 몰입경험, 자아존중감, 운동지속의도 간의 관계)

  • Lee, Gun-Chur
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.368-376
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    • 2018
  • The purpose of this research is to investigate the relationship of flow experience on self-esteem and exercise adherence through intention in youth sports club so that youths can continue to exercise. A non-probabilistic sampling method was used as a convenience sampling method with 257 questionnaires being analyzed by frequency, factor analysis, correlation analysis, and multiple regression analysis using the SPSS 21.0 version statistical program for Windows. The results of this study are as follows. First, cognitive flow showed a negative relationship with negative self-esteem, a positive relationship with positive self-esteem, and a positive relationship with tendency and possibility in interrelation. Behavioral flow showed a positive relationship with tendency, possibility, and reinforcement. Second, positive and negative self-esteem showed positive relationships with behavioral flow and did not show any relation. Third, reinforcement showed a positive relationship and tendency and possibility did not affect behavioral flow. It is possible to enhance self-esteem and improve physical fitness through continuous physical activities and to live a lively school life by understanding the immersion experiences of the adolescents' participation in sports clubs and by providing more appropriate physical activity information to adolescents.

IP기반 미디어에서 인지적 몰입을 촉진하는 요인에 관한 연구: 다차원적 상호작용성을 중심으로

  • Lee, Ji-Eun;Shin, Min-Soo
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.718-731
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    • 2008
  • 본 연구는 상호작용성의 속성과 이용자에게 주어진 통제력에 따라 상호작용성을 4 가지 차원으로 나누고, 이것이 어떤 경로를 거쳐 이용자 만족에 이르는지를 규명하는 것을 목적으로 한다. 이를 위해 상호작용성을 최적화하는 킬러 콘텐츠로 e 러닝을 선정하고, 상호작용성에 영향을 미치는 선행요인으로 서비스, 콘텐츠, 미디어 품질을 도출 하였으며, 상호작용성과 이용자 만족을 매개하는 변인으로 사회적 현존감과 인지적 몰입을 포함하는 연구모델을 제시하고자 한다.

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The Effect of Golf Participation on Exercise Adherence through Exercise Immersion (성인골프참여가 운동몰입을 통한 운동지속에 미치는 영향)

  • Lee, Seung-Do
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.103-114
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    • 2020
  • The purpose of this study is to analyze the difference of the effect of adult golf participation on the exercise adherence through the exercise immersion and to suggest the adherence golf exercise. To achieve this purpose, 40~70 age subjects of adult golf club located in Gyeongsangnam-do jinju city were selected in January 2020 and sampled by systematic cluster random sampling. First, factor analysis and reliability analysis were conducted to secure validity and reliability. Second, the frequency analysis average(M) standard deviation(sd) were conducted to investigate the general characteristics of the respondents. Third, t-test and one-way ANOVA analysis were conducted to identify differences between exercise immersion and exercise adherence according to general characteristics. Fourth, correlation analysis and multiple regression analysis were conducted among variables. The results of this study through these methods and procedures are as follows. First, there was no significant difference in the exercise impression and exercise adherence of general characteristics. Second, exercise immersion showed a high difference in exercise adherence. Third, exercise immersion had a high effect on exercise adherence.

Customers Perceived the Image of S Corporations and Relationships between Commitment to the Study of the Impact (고객이 인지한 S기업의 이미지와 관계몰입간의 영향관계)

  • Choi, Seung-Il;Kim, Dong-Il
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.173-179
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    • 2012
  • In this study, gieopjung S corporations around the country the customer's perceived image of S corporations and relationships affect the relationship between commitment and see it through the marketing strategy was to become the foundation of the relationship of the findings customers commitment to S corporations used to think showed significantly affect impartiality. Growth of corporate commitment to the relationship between S corporations also affect to some extent because of the image rather than just winning and how much that technology can be seen to affect the Saints. In addition, does not affect the reliability of several factors, innovation, enterprise-wide chief executive officer, and so on image based on careful consideration of a more customer-oriented company with a reliable image of the future must be concerned with is improving.