• Title/Summary/Keyword: Immersion Degree

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Measuring the Degree of Content Immersion in a Non-experimental Environment Using a Portable EEG Device

  • Keum, Nam-Ho;Lee, Taek;Lee, Jung-Been;In, Hoh Peter
    • Journal of Information Processing Systems
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    • v.14 no.4
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    • pp.1049-1061
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    • 2018
  • As mobile devices such as smartphones and tablet PCs become more popular, users are becoming accustomed to consuming a massive amount of multimedia content every day without time or space limitations. From the industry, the need for user satisfaction investigation has consequently emerged. Conventional methods to investigate user satisfaction usually employ user feedback surveys or interviews, which are considered manual, subjective, and inefficient. Therefore, the authors focus on a more objective method of investigating users' brainwaves to measure how much they enjoy their content. Particularly for multimedia content, it is natural that users will be immersed in the played content if they are satisfied with it. In this paper, the authors propose a method of using a portable and dry electroencephalogram (EEG) sensor device to overcome the limitations of the existing conventional methods and to further advance existing EEG-based studies. The proposed method uses a portable EEG sensor device that has a small, dry (i.e., not wet or adhesive), and simple sensor using a single channel, because the authors assume mobile device environments where users consider the features of portability and usability to be important. This paper presents how to measure attention, gauge and compute a score of user's content immersion level after addressing some technical details related to adopting the portable EEG sensor device. Lastly, via an experiment, the authors verified a meaningful correlation between the computed scores and the actual user satisfaction scores.

A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

An Empirical Study on Evaluation Criteria of Projection Mapping Videos in Terms of Public Design (공공디자인에 있어 프로젝션 매핑영상의 평가요소에 관한 실증적 연구)

  • Lee, Young Woo
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.950-959
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    • 2015
  • The necessity of an empirical study on how projection mapping videos are evaluated from consumers' point of view has arisen, as they can lead to visual pollution if factors including spatial characteristics around the structure and details of the contents are not taken into consideration. This study aims to evaluate projection mapping videos and elucidate the question on whether evaluation criteria positively influence the satisfaction level or not. Above all, five evaluation criteria including artistry, creativity, identity, immersion and usefulness were deducted and a hypothesis from preceding research "each evaluation criteria will positively(+) influence the satisfaction level of projection mapping video" has been established. In order to test the hypothesis, big domestic department stores which screened projection mapping videos were selected and a verification experiment has been conducted with ordinary citizens as subjects. In the result of the experiment, among the five evaluation criteria, artistry, creativity, and usefulness were chosen, while identity and immersion were dismissed. The result verifies that if useful information is provided in forms of interesting contents produced with distinctive ideas and creative methods, it will satisfy the consumers as attractive public design.

Preparation and characterization of PVDF/TiO2 composite ultrafiltration membranes using mixed solvents

  • Tavakolmoghadam, Maryam;Mohammadi, Toraj;Hemmati, Mahmood
    • Membrane and Water Treatment
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    • v.7 no.5
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    • pp.377-401
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    • 2016
  • To study the effect of titanium dioxide ($TiO_2$) nanoparticles on membrane performance and structure and to explore possible improvement of using mixed solvents in the casting solution, composite polyvinylidene fluoride (PVDF) ultrafiltration membranes were prepared via immersion precipitation method using a mixture of two solvents triethyl phosphate (TEP) and dimethylacetamide (DMAc) and addition of $TiO_2$ nanoparticles. Properties of the neat and composite membranes were characterized using scanning electron microscope (SEM), energy dispersive X-ray spectroscopy (EDS), Atomic force microscopy (AFM) and contact angle and membrane porosity measurements. The neat and composite membranes were further investigated in terms of BSA rejection and flux decline in cross flow filtration experiments. Following hydrophilicity improvement of the PVDF membrane by addition of 0.25 wt.% $TiO_2$, (from $70.53^{\circ}$ to $60.5^{\circ}$) degree of flux decline due to irreversible fouling resistance of the composite membrane reduced significantly and the flux recovery ratio (FRR) of 96.85% was obtained. The results showed that using mixed solvents (DMAc/TEP) with lower content of $TiO_2$ nanoparticles (0.25 wt.%) affected the sedimentation rate of nanoparticles and consequently the distribution of nanoparticles in the casting solution and membrane formation which influenced the properties of the ultimate composite membranes.

Neuro-fuzzy based prediction of the durability of self-consolidating concrete to various sodium sulfate exposure regimes

  • Bassuoni, M.T.;Nehdi, M.L.
    • Computers and Concrete
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    • v.5 no.6
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    • pp.573-597
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    • 2008
  • Among artificial intelligence-based computational techniques, adaptive neuro-fuzzy inference systems (ANFIS) are particularly suitable for modelling complex systems with known input-output data sets. Such systems can be efficient in modelling non-linear, complex and ambiguous behaviour of cement-based materials undergoing single, dual or multiple damage factors of different forms (chemical, physical and structural). Due to the well-known complexity of sulfate attack on cement-based materials, the current work investigates the use of ANFIS to model the behaviour of a wide range of self-consolidating concrete (SCC) mixture designs under various high-concentration sodium sulfate exposure regimes including full immersion, wetting-drying, partial immersion, freezing-thawing, and cyclic cold-hot conditions with or without sustained flexural loading. Three ANFIS models have been developed to predict the expansion, reduction in elastic dynamic modulus, and starting time of failure of the tested SCC specimens under the various high-concentration sodium sulfate exposure regimes. A fuzzy inference system was also developed to predict the level of aggression of environmental conditions associated with very severe sodium sulfate attack based on temperature, relative humidity and degree of wetting-drying. The results show that predictions of the ANFIS and fuzzy inference systems were rational and accurate, with errors not exceeding 5%. Sensitivity analyses showed that the trends of results given by the models had good agreement with actual experimental results and with thermal, mineralogical and micro-analytical studies.

Exploring the Immersion Degree Difference Between 3D and 2D: Focus on Action-Adventure Game (2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교)

  • Kwon, Hyeog-In;Rhee, Hyun-Jung;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.157-164
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    • 2011
  • Since the movie "Avatar" made world-widely a big success, people's interest to 3D stereoscopic vision has been increasing explosively. However, it is hard to predict that for how long this tremendous attention to 3D stereoscopic would last; consumers have accumulated experience and predominant consciousness from social and cultural environmental various factors. This paper, we will try to see how people interact with 3D stereo through the empirical study. Using Jannett (2009)'s immersion questionnaire, we will measure how different people get immersed while playing game in 3D stereoscopic and 2D.

Relation Research on Participation Valence and Learning Flow of Adult Learner in the Credit Bank System (성인학습자의 학점은행제 참여 유의가와 학습몰입 관계 연구)

  • SONG, Kyoung-Hwa;JUNG, Ju-Young;AHN, Young-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.5
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    • pp.1209-1219
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    • 2016
  • In knowledge based society, lifelong learning is increasing in order to meet educational needs of adult learners. Credit Bank system which is credited by individual experience, learning and qualifications are also emphasized for continuing learning participation. However, in spite of the importance of concern in the Credit Bank System, adult learners expectation and value are not high. The purpose of this study is to analyze participation valence and learning flow of adult learner in the Credit Bank System. The result of this study is summarized as follows: first, adult learners participated in the Credit Bank System to get new knowledge and skill based on internal and external motivation and requirement not involved with individual degree. Second, adult learners participating in the Credit Bank System are experiencing learning flow realizing that behavior of participation is compensated, adult learners are concentrating and feeling with satisfaction and pleasure to study. Third, participation in the Credit Bank System based on adult learner's own right learning requirement have been analyzed as it has a positive effect to the learning flow and have indicated that adult learners having high level of valence experience, recognition immersion, behavioral devotion, and egoistic immersion. Based on the conclusion, further studies are suggested.

Effect of Synthetic Hydrotalcite on Salt Water Resistance of Chloroprene rubber Foam (Synthetic Hydrotalcite가 클로로프렌 고무 발포체의 내염수성에 미치는 영향 연구)

  • Park, Eun Young;Seo, Eun Ho;Lim, Sung Wook
    • Textile Coloration and Finishing
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    • v.31 no.3
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    • pp.177-186
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    • 2019
  • In this study, we investigated for synthetic hydrotalcite in chloroprene rubber foam. Experiments were carried out to find the optimum content ratio by controlling the contents of MgO and Hydrotalcite. Swelling test in toluene immersion was made to measure the crosslinking density of CR foams, and the cure properties were investigated with flat die rheometer and Mooney viscosity. The difference of hardness, tensile strength and elongation at break were observed after immersing in 7% NaCl or 21% NaCl solutions for a day and four days. In addition, the volume change and water content remaining in CR foam were measured after immersing NaCl solution. As content of MgO increased, the value of the cure torque tended to increase, but it was almost constant above 2phr of MgO. However, the Mooney viscosity decreased with increasing MgO content. The crosslinking density, determined by the swelling ratio, showed that the CR compound without MgO showed a higher degree of swelling. When the content of hydrotalcite/MgO was 3:2, it was the lowest volume change of CR form. Also, As the content of hydrotalcite decreased, the difference of mechanical properties before and after immersion NaCl solution increased.

An Empirical Analysis on the UX in VR Application of Artworks: A Case Study on

  • Kang, Jisu;No, Hanna;Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.31-38
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    • 2021
  • This study empirically investigated the user's experience with based on the Technology Acceptance Model. According to the frequency analysis results, the usability for learning was evaluated relatively higher than that for appreciation from the perspective of perceived usefulness and the technical factors such as graphics and modeling raised the issue for the quality improvement. According to the results of the correlation analysis, the usability for learning correlated with the degree of satisfaction. In addition, all detailed factors of perceived ease of use positively influenced on the degree of satisfaction and the impact of the environmental factor on the degree of satisfaction was greatest. The degree of satisfaction with the VR application significantly correlated with the degree of immersion and behavioral intention to the VR application. Therefore, this study proved the suitability for the Technology Acceptance Model as a tool for evaluating a VR application.

A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.659-669
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    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.