• 제목/요약/키워드: Immersion Theory

검색결과 85건 처리시간 0.019초

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • 한국컴퓨터정보학회논문지
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    • 제20권10호
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

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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    • 제11권3호
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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.

The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
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    • 제32권2호
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    • pp.249-274
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    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

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

  • 양기현;백철호
    • 한국게임학회 논문지
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    • 제13권2호
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    • pp.17-28
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    • 2013
  • 기술의 발전으로 MMORPG에서 수많은 조합과 외형의 아바타 커스터마이징이 가능하게 되었다. 본 연구는 MMORPG 아바타 커스터마이징의 유저 몰입요인인 개인적 요인(자아존중감, 자기효능감)과 환경적 요인(도전감, 일체감)과 충성도에 관한 연구이다. 몰입 이론과 아바타의 성장과 변화에 대한 선행연구를 통해 몰입요인을 추출하고 연구모델을 설정했다. 설정된 연구 모델을 토대로 가설을 세웠으며, 선행연구들을 통해 측정항목들을 정한 후 아바타 커스터마이징을 활발히 즐기고 있는 MMORPG: AION 유저를 대상으로 설문조사를 했다. 연구 결과, 커스터마이징 몰입을 높이기 위해서는 자아존중감과, 도전감, 일체감을 높여야 하는 것으로 나타났다. 그 중에서도 일체감이 가장 높은 영향을 미치는 것으로 조사되었다.

근접장 이론을 이용한 고밀도 저장 장치용 렌즈의 이론적 설계와 수치적 설계 (Theoretical and Numerical Lens Design Using Near Field Theory for High Density Storage Device)

  • 이문도;박재혁;박노철;박영필
    • 한국정밀공학회지
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    • 제20권9호
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    • pp.173-179
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    • 2003
  • In optical storage device system, there are several research topics to increase its recording density. The main idea is reducing wave length of laser diode and magnifying the number of numerical aperture (NA). In conventional optical system NA cannot be over the unity in the air because of its diffraction limit. But it is possible to overcome its limitation of unity in near field using Solid Immersion Lens. In this work, the mathematical Solid Immersion Lens (SIL) design process was illustrated by using near field theory. Also, numerical SIL design parameters were calculated by means of CODE V. Through the work, we propose the new type of SIL for high density optical recording systems.

디지털아카이브 전시장 관람객의 감정반응요인이 몰입과 만족을 통해 전시성과에 미치는 영향 (Influence of Emotional Responding Factors of Visitors to Digital Archive Exhibition Venues on Exhibition Success through Immersion and Satisfaction)

  • 김인환;황찬규;황인진;홍순근
    • 디지털산업정보학회논문지
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    • 제12권3호
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    • pp.181-204
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    • 2016
  • Recently, the exhibition industry based on digital archive has been rapidly growing and the industry sees an innovative change with diverse digital archive exhibition venues emerging. Enabling visitors to enjoy new and varied exhibition provides a turning point to the exhibition environment. In today's world where IT (Information Technology) leads social changes, new framework and contents are required to establish digital culture that connects traditional culture with advanced information telecommunications. The objective of this study is to identify factors that influence the audience in a digital archive exhibition venue and to analyze impacts of these factors on exhibition success based on immersion and satisfaction. The study presents a research model that applies significant variables of emotional response theory in which fundamental psychological desire of humans is emphasized. To empirically verify the research model, the author conducted a survey for students of S university in Seoul and for ordinary people who have been to digital archive exhibition venues.

Comprehensive Analysis of the Corrosion Inhibition Performance of 4-Piperonylideneaminoantipyrine for Mild Steel in HCl Solution: Concentration, Time, Temperature Effects, and Mechanistic Insights

  • Ahmed Y. I. Rubaye;Sabah M. Beden;Ahmed A. Alamiery;A. A. H. Kadhum;Waleed K. Al-Azzawi
    • Corrosion Science and Technology
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    • 제23권1호
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    • pp.20-32
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    • 2024
  • Metal corrosion in acidic environments is a major issue in various industrial applications. This study evaluates the 4-piperonylideneaminoantipyrine (PPDAA) corrosion inhibition efficiency for mild steel in a hydrochloric acid (HCl) solution. The weight loss method was used to determine the corrosion inhibition efficiency at different concentrations and immersion time periods. Results revealed that the highest inhibition efficiency (94.3%) was achieved at 5 mM concentration after 5 hours of immersion time. To inspect the surface morphology of the inhibitor film on the mild steel surface, scanning electron microscopy (SEM) was used before and after immersion in 1.0 M HCl. Density functional theory (DFT) calculations were performed to investigate the molecular structure and electronic properties of the inhibitor molecule to understand the corrosion inhibition mechanism. Theoretical results showed that the inhibitor molecule can adsorb onto the mild steel surface through its nitrogen and oxygen atoms, forming a protective layer that prevents HCl corrosive attack. These findings highlight the potential of PPDAA as an effective corrosion inhibitor for mild steel in HCl solution. Moreover, combining experimental and theoretical approaches provides insights into the mechanism of corrosion inhibition, which is essential for developing effective strategies to prevent metal corrosion in acidic environments.

디지털 콘텐츠 제작 기업 조직원의 조직공정성이 조직몰입을 통해 이직의도에 미치는 영향 (Effect of Employer's Justice in Digital Content Company on Their Turn-Over Intention, Through Organizational Commitment)

  • 장선연;황찬규
    • 디지털산업정보학회논문지
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    • 제15권3호
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    • pp.225-239
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    • 2019
  • Together with the emergence of Information and Communications Technology(ICT) and 4th Industrial Revolution, digital content is arising as a front-runner in the knowledge society. 21 century opened up an era of digital and cultural content, which is the industry to generating added values from future industries. This study aims to empirically examine the casual relation between three factors from Organizational Justice Theory Distributive, Procedural, Interactional Justices, and turnover intention through Organizational Immersion. A sample group for the analysis was employees at small/medium-sized digital content businesses with less than 60 workers. 200 questionnaires were distributed to the group for a week from July 22 to 28, 2019. 154 responses were collected and analyzed in this study, after eliminating 4 poor responses. The result of the study on Organizational Justice at digital content businesses showed that, first, Distributive Justice of the employees showed a positive influence on Organizational Immersion. Second, the employees' Procedural Justice showed a positive influence on Organizational Immersion. Third, the employee' Interactional Justice showed a positive influence on Organizational Immersion. Fourth, the employees' Organizational Immersion showed a positive influence on their turnover intention.

미용 전공 대학생의 진로성숙도가 전공몰입에 미치는 영향 (Influence of Career Maturity of College Students Majoring in Beauty on Immersion in the Major)

  • 문소희;전현진
    • 한국의류산업학회지
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    • 제25권1호
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    • pp.113-118
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    • 2023
  • In this study, we tried to investigate the influence of the career maturity of college students majoring in cosmetology on their devotion to the major. Research results As a result of analyzing the correlation between the career maturity level of cosmetology majors and the sub-factors of devotion to majors, all questions showed positive correlations between the career maturity of cosmetology majors and devotion to majors. as a result of analyzing the influence of career maturity on major activity sub-factors of major involvement, the crystallinity of career maturity , readiness statistically. As a result of analyzing the effect of career maturity on the major satisfaction subfactor of major immersion, the crystallinity of career maturity , readiness, and certainty were shown to have statistically significant positive effects. Through research results, we aim to develop a positive career maturity for cosmetology majors, improve their immersion in their majors, and establish a sense of values through correct theory and practical education. Immersion education and ongoing guidance seem necessary. Through this research, we hope that active discussions will be held on the career maturity of college students majoring in cosmetology and their devotion to the major.

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

  • 양재군;배재학;이종혁
    • 인지과학
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    • 제15권3호
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    • pp.45-55
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    • 2004
  • 몰입이란 이끌린 무엇인가에 전념한 상태를 의미한다. 컴퓨터 게임에 빠져 있을 때에도 이러한 몰입을 경험할 수 있다. 본 논문에서는 멀티미디어 게임의 흡인요소를 분석하였다. 몰입이론을 기초로 분석한 결과, 인지 및 감성을 고려한 흡인요소에는 22가지가 있었다. 이와 함께 몰입차원, 구현방식, 자극방법의 각도에서 흡인요소들의 상관관계를 분석하였다. 그 결과 새로운 게임을 설계할 때 우선적으로 고려해야 할 흡인요소가 일체감, 자극성, 도박, 현장감, 환상감, 만족감, 성취감 등의 7가지로 밝혀졌다. 한편, 22가지 흡인요소를 기저범주로 두고 참조정보를 이용하여 Roget 시소러스 내에서 가까운 반경 안의 새로운 범주를 탐색하였다. 그 결과, 22가지 게임의 흡인요소를 229가지로 세분화시킬 수 있었다. 이러한 본 논문의 결과를 활용한다면, 몰입력이 한층 강화된 멀티미디어 게임의 제작이 가능할 것이다.

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