• Title/Summary/Keyword: Flight Immersion

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A Study on the Influence of Flight Trainees' Stress on Flight Immersion and Abandonment

  • Seung Joon Jeon;Yun Sick Jung;Kyoung Eun Kim
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.30 no.4
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    • pp.191-198
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    • 2022
  • Stress refers to various body reactions that occur when humans are stimulated by environmental conditions. The quality of education and flight skills can suffer if flight trainees are constantly subjected to high stress, even in the case of flight trainees, and as a result, it can harm becoming a pilot. It is therefore the aim of this study to identify stress factors (flight training, career, financial support, relationships with family and teachers) that student pilots face, to determine how these factors affect flight and academic immersion and abandonment, and to improve the quality of flight education.

A Study on the Self-Leadership of Flight Attendant

  • BYUN, Ji-Hyeon;PARK, So-Yeon;PARK, Hye-Yoon
    • East Asian Journal of Business Economics (EAJBE)
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    • v.8 no.2
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    • pp.15-27
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    • 2020
  • Purpose - The purpose of this study is to analyze the relationship between the self-leadership of flight attendant and organizational effectiveness, the self-leadership of flight attendant and customer orientation, and the organizational effectiveness and customer orientation. Research design, data and methodology - To examine these research models, samples were collected from 318 flight attendants during Nov to Dec, 2019. Research Model established hypothesis 1 and hypothesis 2 that the three elements of self-leadership will affect organizational effectiveness and customer orientation. It also established hypothesis 3 that organizational effectiveness will affect customer orientation Results - The analysis on the effect of self-leadership have positive effect both on job satisfaction and organizational immersion. As a result of the relationship between organizational effectiveness and customer orientation, job satisfaction and organizational immersion have positive effect on both voluntary customer orientation and business customer orientation. Conclusions - Self-leadership affected positively on job satisfaction, organizational immersion and business customer orientation. the company have to provide flight attendant with incentives when they achieve good results. Also, company have to expand flight attendant's authority in their work environment. Organizational effectiveness affected positively on customer orientation so company have to give flight attendants with consistent seminars about company's vision and goal.

A Research on the University Students's Perception on the Learning Presence, Learning Immersion, and Learning Environment under the Non-face-to-face Lecture Circumstance - Focusing on Students from Department of Flight Operation - (비대면 강의 상황에서 대학생들의 학습실재감, 학습 몰입 및 학습 환경에 대한 인식 연구 - 항공운항학과 학생들을 중심으로 -)

  • Lee, Sujeong;Choi, Jincook
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.30 no.3
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    • pp.1-9
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    • 2022
  • In this study we conducted a research regarding the effect on learning immersion and perception of the learning environment by learning presence of students in the Department of aeronautical science and flight operation in the context of non-face-to-face lectures caused by COVID-19. The relationship between learning presence (cognitive presence, emotional presence, and social presence) and learning commitment showed a high correlation. The learning immersion was also found to increase when cognitive presence, emotional presence, and social presence increased in multiple regression analysis to find out the effects of cognitive presence, emotional presence, and social presence, which are sub-factors of learning presence. The advantage of non-face-to-face classes was to be the ease of learning, and the disadvantage of non-face-to-face classes was the most difficulty of the learning process in the content analysis of the non-face-to-face class environment.

A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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The Impact of the Work-Life Balance (WLB) of Flight Attendants on Organizational Commitment, Subjective Career Success, and Turnover Intention (항공사 객실승무원의 일-삶 균형(WLB)이 조직몰입, 주관적 경력성공, 이직의도에 미치는 영향)

  • Park, HyeYoung;Kim, Hyosun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.211-219
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    • 2020
  • The purpose of the study is to identify the structural equation modeling among work-life balance(WLB), organizational commitment, subjective career success, and turnover intentions. The study data came from 199 respondents, as flight attendants working for large domestic airlines. The research tested structural equation modeling by utilizing the SPSS20.0 and AMOS20.0 statistical program. As the results, the study found that WLB would have a negative impact on organizational immersion, and secondly, the hypothesis that WLB has a positive impact on the subjective career success of the flight attendants. Third, the hypothesis that the organization immersion of the flight attendants would have a positive impact on subjective career success, and fourth, the hypothesis that organizational immersion has a negative impact on the turnover. However, fifth, the hypothesis that subjective career success would have a negative impact on turnover was dismissed. Finally, the hypothesis that WLB would have a positive impact on turnover was adopted. Based on the results of this analysis, the research presents highly significant theoretical and practical implications.

Equivalence of the times of flight by ultrasonic energy and phase velocities and determination of the elastic constants of anisotropic materials (초음파의 에너지속도와 위상속도의 주행시간 동시성과 이방성 재료의 탄성계수 결정)

  • Jeong, Hyun-Jo
    • Journal of the Korean Society for Precision Engineering
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    • v.11 no.2
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    • pp.95-103
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    • 1994
  • The purpose of this paper is to provide the experimenters who use the oblique incidence ultrasonic method for anisotropic elastic constants measurement eith some useful relations. In particular, the equivalence of the times of flight by the energy ad phase velocities, which is key to the oblique incidence method, is proved explicitly. This equivalence greatly simplifies the analysis of immersion measurement results. In oredr to correctly measure the transit time of an immersed sample using the oblique incidence, the receiving transducer should be shifted laterally, and an expression in given for this shift. A method for determining all nine elastic constants of an orthotropic material is briefly described and the measurement results are listed for SiC particulate reinforced A1 matrix composites.

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The Cockpit Development for the Reconfigurable Flight Simulator (가변형 비행시뮬레이터 조종실 개발)

  • Yang, Ji-Youn
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.39 no.7
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    • pp.660-665
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    • 2011
  • Reconfigurable Flight Simulator for an airborne tactical mission based on virtual reality technology is developed as a software configurable cockpit with computer display as virtual instruments. It can simulate F-15K, KF-16, T/A-50 class fighter and depending on simulated cockpit, control stick and throttle are replaceable. For effective immersion, Video See-Through type HMD is applied.

Customized Pilot Training Platform with Collaborative Deep Learning in VR/AR Environment (VR/AR 환경의 협업 딥러닝을 적용한 맞춤형 조종사 훈련 플랫폼)

  • Kim, Hee Ju;Lee, Won Jin;Lee, Jae Dong
    • Journal of Korea Multimedia Society
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    • v.23 no.8
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    • pp.1075-1087
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    • 2020
  • Aviation ICT technology is a convergence technology between aviation and electronics, and has a wide variety of applications, including navigation and education. Among them, in the field of aerial pilot training, there are many problems such as the possibility of accidents during training and the lack of coping skills for various situations. This raises the need for a simulated pilot training system similar to actual training. In this paper, pilot training data were collected in pilot training system using VR/AR to increase immersion in flight training, and Customized Pilot Training Platform with Collaborative Deep Learning in VR/AR Environment that can recommend effective training courses to pilots is proposed. To verify the accuracy of the recommendation, the performance of the proposed collaborative deep learning algorithm with the existing recommendation algorithm was evaluated, and the flight test score was measured based on the pilot's training data base, and the deviations of each result were compared. The proposed service platform can expect more reliable recommendation results than previous studies, and the user survey for verification showed high satisfaction.

Study on Dynamics Modeling and Depth Control for a Supercavitating Underwater Vehicle in Transition Phase (초공동 수중운동체의 천이구간 특성을 고려한 동역학 모델링 및 심도제어 연구)

  • Kim, Seon Hong;Kim, Nakwan
    • Journal of the Society of Naval Architects of Korea
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    • v.51 no.1
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    • pp.88-98
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    • 2014
  • A supercavitation is modern technology that can be used to reduce the frictional resistance of the underwater vehicle. In the process of reaching the supercavity condition which cavity envelops whole vehicle body, a vehicle passes through transition phase from fully-wetted to supercaviting operation. During this phase of flight, unsteady hydrodynamic forces and moments are created by partial cavity. In this paper, analytical and numerical investigations into the dynamics of supercavitating vehicle in transition phase are presented. The ventilated cavity model is used to lead rapid supercavity condition, when the cavitation number is relatively high. Immersion depth of fins and body, which is decided by the cavity profile, is calculated to determine hydrodynamical effects on the body. Additionally, the frictional drag reduction associated by the downstream flow is considered. Numerical simulation for depth tracking control is performed to verify modeling quality using PID controller. Depth command is transformed to attitude control using double loop control structure.

A Study on the User's Response to the Flight Action in 3D Game -Focused on 3D MMORPG Aion- (3D 게임에서 '비행' 행위에 대한 사용자의 반응 연구 -3D MMORPG Aion을 중심으로-)

  • Bae, Kyoung-Mi;Kim, Kyu-Jung;Kim, Inseop
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.33-46
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    • 2012
  • This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users' psychological behavior in order to enhance user's participation and the completion level of 3D game. This research also analyzed the difference between the user's response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user's desire to fly according to the virtual world' topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users' playing time and absorption in flight process, users' impulse following game level, and users' need to fly as a convenience of flying properly.