• Title/Summary/Keyword: Immersion Theory

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Illusionary Immersion and Alienative Contemplation of Media: Focusing on the Cases of VR Media (미디어의 환영적 몰입과 이화의 관조: VR 미디어 사례를 중심으로)

  • Kim, Mookyu;Lee, Sangkhee;Kim, Jung Kyu;Han, Hyekyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.724-733
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    • 2022
  • The purpose of this paper is to explain the recipient's psychology, which results from the operation of media, from the perspective of the fluctuation between immersion and contemplation. Media allow to perceive and speculate about specific objects or meanings. In addition, the media perform the function of expanding or changing the objects of perception and thought. McLuhan or Luhmann's media theory emphasized this function of changing the state of perception by inducing a contemplative attitude. This notion is exemplified by interpretation of the visual media history. In this paper, the cases of film and computer game are discussed. In particular, it is considered that VR media causing strong immersion have also developed in a way that allows recipients to contemplate an virtually constructed reality. The commercialization of Tilt Brush and the experimentation of VR painting artwork are the examples for this dual development.

A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable (증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로)

  • Cho, Namjae;Wang, YanRui;Cheong, Eunjeong;Yu, Giseob
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.1-21
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    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction. (소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향)

  • Kim, TaeYoung;Jeon, JoongYang;Kwon, DoSoon;Park, DongCheul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

Relationship among Motivation, Social Factors and Achievement in On-offline Blended English Writing Class

  • Kim, Jeong-Yeon
    • English Language & Literature Teaching
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    • v.17 no.4
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    • pp.97-121
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    • 2011
  • This study aims to examine how motivational constructs are interrelated with social, context-specific factors and, as a result, contribute to L2 writing achievement within the framework of self-determination theory. The data consisted of 67 Korean college students' questionnaire responses, final scores in an on-offline blended writing course, and qualitative interviews with 5 students. In the descriptive and the correlation analyses, the participants' extrinsic motivation was found higher than intrinsic motivation, with low amotivation. Among social factors, immersion environment, foreign instructor, and peer comparison marked high scores, whereas Korean instructor and online material gained low scores. Those contextual factors were interrelated with each other, such that the immersion factor correlated significantly with Korean instructor and peer comparison. Extrinsic and intrinsic motivational subscales engendered strong correlations with the high-scored social factors, i.e., immersion, foreign instructor, and peer comparison, which were also closely interrelated with L2 writing achievement. The findings illuminate intricate workings of motivation in its effects on L2 achievement and corroborate the roles of contextual factors. The effect of motivational subscales on achievement may be valid through interplay with some social factors. The dynamics of motivation is discussed for pedagogical applications.

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Experimental study on the tension of cables and motion of tunnel element for an immersed tunnel element under wind, current and wave

  • Wu, Hao;Rheem, Chang-Kyu;Chen, Wei;Xu, Shuangxi;Wu, Weiguo
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.13 no.1
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    • pp.889-901
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    • 2021
  • The tension of cables and motion response significantly affect safety of an immersed tunnel element in the immersion process. To investigate those, a hydrodynamic scale-model test was carried out and the model experiments was conducted under wind, current and wave loads simultaneously. The immersion standby (the process that the position of the immersed tunnel element should be located before the immersion process) and immersion process conditions have been conducted and illustrated. At the immersion standby conditions, the maximum force of the cables and motion is much larger at the side of incoming wind, wave and current, the maximum force of Element-6 (6 cables directly tie on the element) is larger than for Pontoon-8 (8 cables tie on pontoon of the element), and the flexible connection can reduce the maximum force of the mooring cables and motion of element (i.e. sway is expecting to decrease approximate 40%). The maximum force of the mooring cables increases with the increase of current speed, wave height, and water depth. The motion of immersed tunnel element increases with increase of wave height and water depth, and the current speed had little effect on it. At the immersion process condition, the maximum force of the cables decrease with the increase of immersion depth, and dramatically increase with the increase of wave height (i.e. the tension of cable F4 of pontoons at wave height of 1.5 m (83.3t) is approximately four times that at wave height of 0.8 m). The current speed has no much effect on the maximum force of the cables. The weight has little effect on the maximum force of the mooring cables, and the maximum force of hoisting cables increase with the increase of weight. The maximum value of six-freedom motion amplitude of the immersed tunnel element decreases with the increase of immersion depth, increase with the increase of current speed and wave height (i.e. the roll motion at wave height of 1.5 m is two times that at wave height of 0.8 m). The weight has little effect on the maximum motion amplitude of the immersed tunnel element. The results are significant for the immersion safety of element in engineering practical construction process.

Sulfate Resistance of Concrete using Ground Granulated Blast-furnace Slag for Recycling

  • Moon, Han-Young;Lee, Seung-Tae;Kim, Hong-Sam
    • Proceedings of the IEEK Conference
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    • 2001.10a
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    • pp.508-513
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    • 2001
  • Recently, ground granulated blast-furnace slag (GGBFS) has been increasingly used as additive for concrete. Many researchers reported that concrete using GGBFS had a better resistance under severe environments, such as marine or sulfate-rich soils, than Portland type cement concrete. The aim, therefore, of this study is to evaluate on the effectiveness of concrete using GGBFS when the concrete exposes to sulfate-rich environment. The detailed items for experiments show 2 series consisted of sulfate immersion test with mortar and sulfate diffusion test with concrete. The sulfate immersion test was performed for 400 days and contained reduction of compressive strength, length change and XRD analysis. For sulfate diffusion test, sulfate ions diffusivity was calculated on tile consideration of electrochemical theory by the diffusion cell test. As the results of this study, it was found that the concrete using GGBFS as additive was superior to portland type cement concrete. Consequently, the use of concrete with GGBFS for recycling may expect the durable and economical benefits.

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Measurement of the Surface Heat Transfer Coefficients for Freezing Time Prediction of Foodstuffs (식품의 동결시간 예측을 위한 표면열전달계수 측정)

  • Jeong, Jin-Woong;Kong, Jai-Yul;Kim, Min-Yong
    • Korean Journal of Food Science and Technology
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    • v.21 no.6
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    • pp.735-741
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    • 1989
  • For the accurate prediction of freezing time, probably the most difficult factor to measure and major error source is the surface heat transfer coefficient. In this work, surface heat transfer coefficient were determined for still air freezing and immersion freezing methods by theory of the transient temperature method and confirmed by using a modification of plank's equation to predict the freezing time of ground lean beef. The results showed the cooling rate of immersion freezing was about 11 times faster than that of still air freezing method. A comparison of surface heat transfer coefficient of copper plate and ground lean beef resulted an difference of 25-30% because the food sample surface is not smooth as copper plate. Also, when h-values measured by ground lean beef were applicated to modified model, the accuracy of its results is very high as difference of about 8%.

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Corrosion Protection Effectiveness and Adsorption Performance of Schiff Base-Quinazoline on Mild Steel in HCl Environment

  • Sayyid, Firas F.;Mustafa, Ali M.;Hanoon, Mahdi M.;Shaker, Lina M.;Alamiery, Ahmed A.
    • Corrosion Science and Technology
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    • v.21 no.2
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    • pp.77-88
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    • 2022
  • Schiff base quinazoline derivative viz., 3-((2-hydroxy-3-methoxybenzylidene)amino)-2-methylquinazolin-4(3H)-one (SB-Q), was synthesized in this study. Its corrosion protection impact on mild steel (MS) in 1 M hydrochloric acid solution was examined by performing weight loss measurements. The protective efficacy of SB-Q on MS in 1 M HCl was investigated based on its concentrations, immersion period, and immersion temperature. SB-Q was found to be an efficient inhibitor for the corrosion of MS. Its inhibition efficiency was improved by increasing the concentration of SB-Q to an optimal concentration of 500 ppm. Its inhibition efficacy was 96.3% at 303K. Experimental findings revealed that its inhibition efficiency was increased with increasing immersion time, but decreased with an increase in temperature. The adsorption of SB-Q molecules was followed the Langmuir adsorption isotherm model. The adsorption of the examined inhibitor molecules on the surface of mild steel was studied by density functional theory (DFT). DFT investigation confirmed weight loss findings.

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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