• Title/Summary/Keyword: Degree of Immersion and Immersion Factors

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A Comparative Study of Immersiveness in and through an Empirical Approach (<모네, 빛을 그리다展>과 <반 고흐 인사이드: 빛과 음악의 축제>의 실증적인 접근을 통한 몰입적 특성에 대한 비교 연구)

  • Rhee, Boa;Seo, Jane;Ha, Seung Wan
    • Journal of Korea Multimedia Society
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    • v.20 no.4
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    • pp.686-695
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    • 2017
  • The purpose of the study is to analyze the impact of storytelling factor, technical factor and exhibition environment factor on the degree of satisfaction, degree of immersion and immersion types in and . Our findings show that the degree of satisfaction not only has a significant correlation with the degree of immersion, but also influences on the holding power and behavioral intention. According to the results of correlation analyses, three factors have an impact on the degree of satisfaction and immersion. Immersion factors influence negatively on Focused Attention and Heightened Enjoyment, however, the factors effect positively on Temporal Dissociation and Curiosity. As the influence of immersiveness on the degree of satisfaction and immersion, and immersion types have been verified, this study offers a fresh understanding of the importance of immersion factors as evaluation criteria for digital exhibitions.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

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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College Students' TV Advertising Information Recognition and Comprehension: A Focus on the Consumer-deception Factors in Commercials (대학생 소비자의 TV광고정보인지 및 이해에 관한 연구: 광고 속 소비자기만요소를 중심으로)

  • Han, Sung-Hee
    • Korean Journal of Human Ecology
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    • v.19 no.2
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    • pp.343-359
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    • 2010
  • The purpose of this study is to analyze college students' TV advertising information recognition, comprehension and affecting factors on them. Data were collected by a survey of college student consumers after experiments with TV commercials. ANOVA, Duncan, and stepwise multiple regression analysis were carried out with the gathered data. The results are as follows. First, the TV advertising information comprehension degree of the college students consumers were shown to be low, by 41.2%. The comprehension degree was especially low when the information was presented visually without any verbal expression. Second, assuming that the comprehension of TV advertisements is defined by a correct perceptual understanding after recognizing the consumer-deception factors, the percentage of correct answers was poor, by 29.2%. Third, according to sex, average monthly income, degree of immersion on TV commercials, advertisement attitude, and consumer education of school, the TV advertisement information recognition and comprehension showed varying degrees between the groups. In the case of women students whose average monthly income was 100 to 300 thousand Korean won, had a high degree of immersion on TV commercials, and a high degree of consumer education at school, the TV advertising information recognition was shown to be high. In the case of third year college students who had a medium level of immersion on TV commercials and a high degree of consumer education at school, the TV advertisement comprehension was high. Fourth, the high explanatory factor of TV advertising information recognition and comprehension was found to be common because of consumer education at school.

Relationship with Visualization and Immersion in Virtual Reality Games (가상현실 게임에서의 시각화와 몰입도의 상관관계)

  • Choi, Min Soo;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.121-128
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    • 2018
  • Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion.

A Study on the User Immersion and Loyalty of MMORPG Avatar Customization (MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구)

  • Yang, Gi Hyun;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.17-28
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    • 2013
  • The development of technology has enabled users to customize avatars using various combinations and appearances in MMORPG. This study investigated the loyalty and user immersion factors of MMORPG avatar customization, which included personal factors (self-esteem, self-efficacy) and environmental factors (challenging spirit, sense of unity). immersion factors were extracted and a research model was established by observing precedent studies conducted on Flow theory and on the development and transformation of avatars. This study established a theory based on a developed research model and by surveying the users of AION, a MMORPG game, who actively enjoyed avatar customization, after determining measurement items based on precedent studies. The research results showed that self-esteem, a challenging spirit and sense of unity must be enhanced to increase the customization immersion. In addition, research results showed that the degree of loyalty increased with higher customization immersion.

The Immersing Improvement of TDR for the Greatest Results in Business (비즈니스 성과극대화를 위한 TDR 몰입도 향상)

  • Lee Myung Ho;Kim Tai Kyoo
    • Journal of Korean Society for Quality Management
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    • v.32 no.4
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    • pp.196-207
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    • 2004
  • TDR(Tear Down & Redesign)means that renounce the past resolutely, from a white paper condition, let's change directions. That is, let's redesign from the basic of the establishment of the construction process. Through the switchover the conception, innovate totally the whole existing processes. TDR is the best core innovation activity. The ultimate aim of the TDR activity induces the employees to do more productive business and obtain excellent results in the future by solving the problems, which are the nonproductive business in the business process on the objective view, the business that customers don't recognize the value, the same old practice of business, and the unsettled business from the restriction of resources. By organizing the related to workers of those business, they can solve the problems for 3-4months by full time working This paper inquires what are the obstruction factors on the process of executing TDR activity. Through the search of the reformation plan for the improvement of immersion degree, it presents some methods to be successful business.

Mass Transfer and Optimum Processing Conditions for Osmotic Conditions of Potatoes prior to Air Dehydration (열풍건조 전 감자의 삼투압농축시 물질이동과 공정의 최적화)

  • Kim, Myung-Hwan
    • Korean Journal of Food Science and Technology
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    • v.22 no.5
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    • pp.497-502
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    • 1990
  • The effect of sugar concentration, immersion time and temperature on water loss, solid gain or loss, and sugar molality of potatoes during osmotic concentration was analyzed by a response surface methodology (RSM), and those values were predicted by using a second degree polynomial regression model. Effect of osmotic concentration and blanching on vitamin C retention of air dried potatoes (6% MC: wet basis) was also evaluated. The most significant factor was sugar concentration for water loss, solid gain or loss, sugar molality, rate parameter and retention of vitamin C. Second and third factors were immersion time and temperature respectively. Water loss and solid gain were rapid in the first 10 min and then levelled off. A 44.6% of water loss was observed during osmotic concentration using a sugar solution $(60\;Brix,\;80^{\circ}C$) with 20 min of immersion time. Dried potatoes after osmotic concentration had higher vitamin C content than dried potatoes after blanching. Optimum regions for osmotic concentration process of potatoes were $60-70^{\circ}C$ of immersion temperature, 60 Brix of sugar solution and 16-20 min of immersion time based on above 30% of water loss and 50% of vitamin C retention.

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A Study of the Characteristics of Tourism SNS Information and the Influence of Social Capital on the word of Mouth Intention Through the Immersion (관광 SNS 정보 특성과 사회적 자본이 몰입을 통해 구전의도에 미치는 영향 연구)

  • Kim, Dae-Seok;Seo, Young-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.27-41
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    • 2020
  • The purpose of the project is to identify the relationship between the sub-factors of SNS information characteristics (information quality, information reliability) and the impact of immersion on social capital (connected capital) on word of mouth intention, and to present measures to revitalize the tourism industry using the results obtained. The study conducted empirical analysis on 326 adults aged 19 and older. The results of the study are as follows: First, it has been confirmed that the sub-factors of SNS utilization (information quality, information reliability) have a positive effect on immersion. Second, immersion has been verified to have a significant influence relationship on the degree of word of mouth intention. Third, it was analyzed that social capital has positive interrelationships with immersion and word of mouth intention. Based on these findings, social network services (SNS) in the tourism industry can be used as basic data to attract potential tourism customers in the future by providing efficient information on tourism products by utilizing social network services (SNS) in the development of tourism contents and marketing strategies, and it is meaningful in that it is intended to help the tourism industry in practice.