• Title/Summary/Keyword: Immersion Degree

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Electrochemical Properties of Austenitic Stainless Steel with Initial Delay Time and Surface Roughness in Electropolishing Solution (전해연마 용액에서 안정화 시간과 표면 거칠기에 따른 오스테나이트 스테인리스강의 전기화학적 특성)

  • Hwang, Hyun-Kyu;Kim, Seong-Jong
    • Corrosion Science and Technology
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    • v.21 no.2
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    • pp.158-169
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    • 2022
  • The objective of this study was to investigate the electrochemical behavior and damage degree of metal surface under different conditions by performing a potentiodynamic polarization experiment using an electropolishing solution for UNS S31603 based on initial delay time and surface roughness (parameters). A second anodic peak occurred at initial delay time of 0s and 100s. However, it was not discovered at 1000s and 3600s. This research referred to an increase in current density due to hydrogen oxidation reaction among various hypotheses for the second anodic peak. After the experiment, both critical current density and corrosion current density decreased when the initial delay time (immersion time) was longer. As a result of surface analysis, characteristics of the potentiodynamic polarization behavior were similar with roughness, although the degree of damage was clearly different. With an increase in surface roughness value, the degree of surface damage was precisely observed. As such, electrochemical properties were different according to the immersion time in the electropolishing solution. To select electropolishing conditions such as applied current density, voltage, and immersion time, 1000s for initial delay time on the potentiodynamic polarization behavior was the most appropriate in this experiment.

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.

Measurement of Degree of Hydrolysis of a PA66/GF Composite using a py-GC/MS analysis

  • Lee, Jong-Young;Kim, Kwang-Jea
    • Elastomers and Composites
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    • v.52 no.1
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    • pp.59-68
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    • 2017
  • The effect on the hydrolysis resistance properties by the addition of maleic anhydride grafted EMDM (MA-g-EPDM) and PP (MA-g-PP) to a PA66/GF composite was investigated with respect to the mechanical properties, thermal properties, and morphology. The degree of hydrolysis of the PA66/GF composite was measured using py-GC/MS analysis. When compared to the PA66/GFcomposite in MEG/water solution, the composites where MA-g-EPDM and MA-g-PP were added to PA66/GF showed a higher degree of hydrolysis resistance, impact strength, and thermal properties, whereas their tensile strength, tensile modulus, flexural strength and flexural modulus decreased. As immersion time in the solution increases, the rate of tensile strength drop of the MA-g-PP added composite appeared lower than that of the PA66/MA-g-EPDM/GF and PA66/GF composites. The py-GC/MS analysis confirmed the formation of PA66 hydrolysis reaction by products such as carboxylic acid and alkylamine with increasing immersion time.

A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.271-276
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    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

Analysis of Optical Characteristics of Oil Immersion Lens in Aqueous Environment (액상유체 오일 이멀전 렌즈의 광학 물성치 해석)

  • Choi, Hae Woon
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.18 no.11
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    • pp.18-23
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    • 2019
  • The oil immersion method can be used to create objective lenses with long working distances without sacrificing the focusing resolution for laser processing. In this study, a space in which air or oil can be filled was formed in the middle of a lens for analyzing the optical properties of a liquid-oil immersion lens. As the refractive media, air and oils of different refractive index values (1.2 and 1.5, respectively) were used. A simulation was conducted in the ZEMAX software environment using the ray-tracing technique, and the performance of the oil immersion lens was verified by determining its image distortion and focal length (FL) in each medium. In the case of air, the calculated FL was 0.813 mm, whereas the imaged FLs were 1.594 mm and 8.126 mm when the refraction indices were 1.2 and 1.5, respectively. The FL of an oil immersion lens could be increased considerably. In terms of image distortion, the oil immersion lens exhibited little distortion at the center in all cases, but different degrees of image distortion were observed at different points away from the center depending on the refraction index degree.

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.

The Effects of Internet Addiction, Interpersonal Anxiety and Self-Control on Messenger Immersion of Adolescents (초기 청소년의 인터넷 중독, 대인불안 및 자기통제가 메신저 몰입에 미치는 영향)

  • So, Hyeon-Ha;Han, Eu-Jene
    • Journal of Families and Better Life
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    • v.28 no.2
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    • pp.181-192
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    • 2010
  • The purpose of this paper is to observe the influence of internet addiction, interpersonal anxiety and self-control in messenger immersion. Questionnaires regarding internet addiction, interpersonal anxiety and self-control were administered to 600 6th grade elementary school students and 2nd grade middle school students in the province of Seoul, South Korea. A total of 592 questionnaires were collected. As statistical methods, Cronbach's, multiple linear regression analysis and stepwise regression with SPSS 10.0 were used. The main results of the study were as follows - 1) In observing the degree of messenger Immersion by the sex and grade of the adolescent, the results show that the percentage in the top group and the middle group appears higher for school boys than school girls as well as 6th grade school-children rather than for 2nd grade middle school students. 2) A difference was noted between the messenger immersion factor in school-boys' and that in school-girls'.

Development of Optimum Processing Conditions in Air Dried Garlics Using Response Surface Methodology (반응표면 분석법을 이용한 마늘 열풍건조 공정의 최적화)

  • 김명환;김병용
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.19 no.3
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    • pp.234-238
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    • 1990
  • The effects of salt concentration immersion time in a salt solution prior to air dehydration and heating of air temperature during dehydration upon the browning reaction and pyruvic acid content of air dried garlics to a 6.5% moisture content(wet basis) were analyzed by a response surface methodology(RSM), Those values were also predicted by using a second degree polynomial regression model. Heating of air temperature was the most significant factor affecting the both browning reaction and pyruvic acid content. Salt concentration had more influence to browning reaction than immersion time whereas immersion time was more impor-tant factor than salt concentration on a retention of pyruvic acid sugested different processing conditions. While the processing conditions to minimize the browning reaction(O.D=0.009) were 0.3% of salt solution 9 min of immersion time and 5$0^{\circ}C$ of air temperature compared to control(O.D=0.022) of air dehydration at 5$0^{\circ}C$ Pyruvic acid contents were maximized(174 $\mu$mole/g garlic solid) at the 0.1% of salt solution 3 min of immersion time and 5$0^{\circ}C$ of air temperature compared to control(147 $\mu$mole/g garlic solid) of air dehydration at 5$0^{\circ}C$

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The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention (메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향)

  • Seunghee Shin;Hyojung Kim;Jungmin Yoo;Minjung Park
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

The Effect of Augmented Reality-based Fashion Product Application on Intention to Use (증강현실기반의 패션제품 어플리케이션 특성요인과 사용의도와의 관계에 관한 연구)

  • Kim, Hyekyung;Park, Jihye;Kim, Yongseok;Choi, Jeongil
    • Journal of Information Technology Services
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    • v.19 no.1
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    • pp.89-102
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    • 2020
  • With the technology of the 4th Industrial Revolution integrated into the industry as a whole, digital transformation (DT) is becoming an innovative and essential element of corporate survival in the fashion industry, and it is expected that the paradigm shift in shopping will become an unavoidable reality, especially based on the AR. Therefore, in this study, the characteristics of augmented reality were presented separately as perceived realism, interaction, pleasure, and usability, and the influence of augmented reality by immersion parameters on the user's satisfaction and intended to reveal the relationship between satisfaction and usage through the characteristics of augmented reality. For the purpose of this study, a structured questionnaire was conducted, and the available 209 responses were collected and used for empirical analysis. The results of the empirical analysis are as follows. First, while immersion has the greatest effect on satisfaction, the effect on use intention has a stronger effect on satisfaction than immersion. This indicates that purchase occurs when the user's immersion leads to satisfaction, and when the satisfaction falls, the intention to use is also lowered. Second, interactivity, enjoyment, and ease of use among the various characteristics of fashion applications have a positive effect on immersion. Among them, ease of use had a strong effect on immersion. In light of this, it can be seen that ease of use should be considered first when creating an application based on augmented reality in the future fashion industry. However, the perceived reality is low in the degree of immersion, and the effect on satisfaction is also lowered, so it is difficult to be connected to intention. Considering that this study was conducted through indirect experience through video viewing, this study expects the development of research through a more practical research model in the future, as the impact is considered to be a relatively low measurement.