• 제목/요약/키워드: Immersion Theory

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패션 모바일 놀이의 유형과 경험적 가치 -놀이 이론을 중심으로- (Types and Experiential Value of Fashion Mobile Play -Focusing on Play Theory-)

  • 박신영;이윤경;이미아
    • 한국의류학회지
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    • 제45권1호
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    • pp.73-93
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    • 2021
  • This study typifies fashion mobile plays in a digital environment and explores the experiential value created by them through a case study of a fashion brand mobile app. For the case analysis, mobile plays were divided into four types: intrinsic motivation/active participation, intrinsic motivation/passive participation, external motivation/active participation, and external motivation/passive participation, depending on the mobile players motivation and level of participation. Among the global fashion brand mobile apps released from 2009 to 2019, 16 cases suitable for the analytical framework were used for final analyses. The main results are as follows. First, mobile play value include characteristics such as networkability, immersion, hyper-spatiality, and super-temporality in addition to the attributes of a traditional play such as spontaneity, uncertainty, regularity, and playfulness. Second, the four types of mobile play provide participants with an experiential value such as creative value, emotional value, social value, and exploitative value. This study has academic implications in terms of introducing a new framework that can typify mobile plays and suggest practical implications for what experiential value fashion companies can give consumers through mobile app marketing.

광근접장 현미경의 원리 및 응용 (Theory and Application of Near-field Scanning Optical Microscope)

  • 윤형길;이준희;권대갑
    • 한국정밀공학회지
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    • 제17권6호
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    • pp.46-52
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    • 2000
  • 산업사회가 발전하면서 초정밀 분야의 측정기술 또한 시대적 요구에 걸맞게 발전을 거듭하고 있다. 광을 이용한 측정기술에 있어서 보다 작은광 스팟의 구현은 높은 분해능을 위해서 필수 불가결한 조건이며, 광 기록분야에 있어서는 높은 기록밀도를 위해 핵심적인 기술이다. 하지만 스팟의 직경은 광의 회절한계(diffraction limit)에 의한 최소치를 갖는다. 예로서, 측정을 위한 광학 현미경 중 현재 일반적으로 널리 쓰이는 고배율 광학 현미경(high resolution optical microscope)은 측정 대상 표면에 물리적 손상을 주지 않으며, 측정 범위가 크고, 값이 싼 장점이 있다.(중략)

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Dynamic analysis of immersion concrete pipes in water subjected to earthquake load using mathematical methods

  • Haghighi, Mohammad Salkhordeh;Keikha, Reza;Heidari, Ali
    • Earthquakes and Structures
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    • 제15권4호
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    • pp.361-367
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    • 2018
  • In this paper, dynamic analysis of concrete pipe submerged in the fluid and conveying fluid is studied subjected to earthquake load. The structure is modeled by classical shell theory and the force induced by internal fluid is obtained by Navier-Stokes equation. Applying energy method and Hamilton's principle, the motion equations are derived. Based on Navier and Newmark methods, the dynamic deflection of the structure is calculated. The effects of different parameters such as mode number, thickness to radius ratios, length to radius ratios, internal and external fluid are discussed on the seismic response of the structure. The results show that considering internal and external fluid, the dynamic deflection increases.

New evidence on mechanisms of action of spa therapy in rheumatic diseases

  • Tenti, Sara;Fioravanti, Antonella;Guidelli, Giacomo Maria;Pascarelli, Nicola Antonio;Cheleschi, Sara
    • 셀메드
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    • 제4권1호
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    • pp.3.1-3.8
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    • 2014
  • Spa represents a treatment widely used in many rheumatic diseases (RD). The mechanisms by which immersion in mineral or thermal water ameliorates RD are not fully understood. The net benefit is probably the result of a combination of factors, among which the mechanical, thermal and chemical effects are most prominent. Buoyancy, immersion, resistance and temperature play important roles. According to the gate theory, pain relief may be due to the pressure and temperature of the water on skin; heat may reduce muscle spasm and increase the pain threshold. Mud-bath therapy increases plasma ${\beta}$-endorphin levels and secretion of corticotrophin, cortisol, growth hormone and prolactin. It has recently been demonstrated that thermal mud-bath therapy induces a reduction in circulating levels of prostaglandin E2, leukotriene B4, interleukin-$1{\beta}$ and tumour necrosis factor-${\alpha}$, important mediators of inflammation and pain. Furthermore, balneotherapy has been found to cause an increase in insulin-like growth factor-1, which stimulates cartilage metabolism, and transforming growth factor-${\beta}$. Beneficial anti-inflammatory and anti-degenerative effects of mineral water were confirmed in chondrocytes cultures, too. Various studies in vitro and in humans have highlighted the positive action of mud-packs and thermal baths, especially sulphurous ones, on the oxidant/antioxidant system. Overall, thermal stress has an immunosuppressive effect. Many other non-specific factors may also contribute to the beneficial effects observed after spa therapy in some RD, including effects on cardiovascular risk factors (e.g. adipokines) and changes in the environment, pleasant surroundings and the absence of work duties.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권5호
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로 (Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory)

  • 박만수;김천웅;한동섭
    • 한국콘텐츠학회논문지
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    • 제18권8호
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    • pp.148-156
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    • 2018
  • 본 연구는 VR 게임의 담론 활성화를 위한 기초 연구의 입장에서 요한 하위징아와 로제 카이와의 놀이이론을 바탕으로 기존 디지털 게임의 놀이적 특성을 유형화하였고, 해당 유형을 바탕으로 VR 게임의 놀이적 특성을 살펴보았다. 그 결과 VR 게임은 디지털 게임과 놀이적 특성을 상당 부분 공유하고 있는 것으로 나타났다. 그럼에도 불구하고 VR 게임에서는 HMD 착용에 의한 실제 세계와의 완벽한 단절과 새로운 입/출력 장치를 통해 자유로운 신체적 활동이 가능하게 되었다. 결국 놀이 환경의 변화로 인한 여러 감각적 자극을 통해 실재감, 몰입, 정서적 즐거움, 만족도의 증가 등 놀이자 경험에도 큰 영향을 미치게 되었다. 본 연구는 차후 다양하게 형성될 VR 콘텐츠의 특성을 연구하는 중요한 지표로 활용될 수 있을 것으로 기대된다.

ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로 (Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories)

  • 김정규;김종국
    • 문화기술의 융합
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    • 제7권2호
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    • pp.333-338
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    • 2021
  • 5세대 이동통신 기술의 발전은 이상(理想)적 초연결 사회 정보통신기술(ICT)을 가시화하고 있다. 특히 가상현실(VR)기술은 새로운 확장과 도약의 출발점에 놓여있다. 본 연구는 이러한 맥락에서 가상현실을 미디어로 규정하고, 공간과 소통이론을 중심으로 그 확장성에 대한 담론들을 수집·분석(thematic literature review)하였다. 먼저 1990년 가상현실 개념의 초기 논의들을 시작으로 개념을 정교화하였으며, 물리적 세계와 디지털 정보의 관계, 매체로서 표현과 상호작용 몰입감, 시뮬레이션, 예술창작론, 그리고 마지막으로 진화적 발전방향에 대해 논의하였다. 결론적으로 가상현실의 기술에 대한 담론들을 넘어 학술적 대상으로 가상현실의 발전과 진화를 위해 인지과학, 신경과학, 사회과학, 그리고 인문학적 쟁점(윤리, 인격 등)에 대한 이론적 프레임워크가 요구됨을 필역하였다. 즉, 가(假)를 넘어 가(加)로 넘어갈 수 있는 가상현실 진화가 논의될 시점이다.

온라인 문제중심학습을 활용한 '가정교육론' 수업 사례 연구 (A Case Study on the 'Theory of Home Economics Education' Using Online ProblemBased Learning)

  • 최성연
    • Human Ecology Research
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    • 제60권2호
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    • pp.187-209
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    • 2022
  • The objective of this study was to conduct a 'Theory of Home Economics Education' class using online problem-based learning(PBL) for prospective home economics(HE) teachers. The aim was to enable teachers to analyze the learning experience in the classroom, and to prepare operational strategies for online PBL on this basis. In order to achieve this, online PBL was applied to 31 students participating in the 'Theory of Home Economics Education' at the Department of HE in a university in Seoul, and the results were collected from the learning process. This also involved a reflective journal, a survey on the learning experience and the impacts was conducted. Moreover, analysis was undertaken on the learning activities, learning difficulties, and improvements. The main research results are as follows. Firstly, students accessed Webex, an online video conferencing program, and performed two PBL tasks: 'Making Home Economics Promotion Materials' and 'Presenting Teaching Strategies to Improve Learner's Immersion in Online Classes'. Secondly, learners established their own identity of HE learned about the HE class plans themselves. They also encountered realistic experience as HE teachers and learned communication and collaboration skills. Furthermore, they acquired creative problem-solving and self-directed learning ability, community consciousness, as well as the attitude of consideration and respect. Thirdly, students lacked knowledge of learning content and encountered difficulty in solving data research, analysis processes, and unstructured problems. They were affected by a lack of time and encountered problem in communicating with other team members in an online environment. As an improvement in online class operation, it was considrered necessary to reduce the learning burden by securing time and reducing the number of assignments, as well as to explain active interaction with instructors and PBL.

가상피팅 서비스를 활용한 온라인 쇼핑에서의 소비자 심리 평가 과정 -인터렉티브 미디어 효과 이론(TIME)을 중심으로- (Consumer Psychological Evaluation Process in Online Shopping using Virtual Fitting Service -Focusing on the Theory of Interactive Media Effects (TIME)-)

  • 김윤정;쉬원윈;오경화
    • 한국의류학회지
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    • 제47권6호
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    • pp.1157-1176
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    • 2023
  • This study aims to verify the psychological evaluation that consumers undergo when accepting virtual fitting services while shopping online. The Theory of Interactive Media Effects (TIME) was applied to determine the impact of the perceived affordance of media on consumer response through immersion. An online survey was conducted targeting female consumers in their 20s and 30s, and 271 responses were collected and used for empirical analysis. The results of the analysis showed that interactivity and immediacy had a positive effect on telepresence. Telepresence, in turn, affected perceived usefulness and enjoyment, which then significantly affected purchase intention. In addition, some paths confirmed the moderating effect of consumer innovativeness. In consumers with high innovativeness, interactivity was found to have a greater influence on telepresence and perceived usefulness had a more significant influence on purchase intention than in consumers with low innovativeness. Conversely, in consumers with low innovativeness, perceived enjoyment was found to have a greater influence on purchase intention than in consumers with high innovativeness. The significance of this study is that it expands research on customer perception of virtual fitting services within online shopping platforms.

로제카이와의 놀이론을 통한 가상성의 디지털 놀이 유형 연구 (A Study on Digital Play Types of Virtuality through the Play Theory of Roger Caillois)

  • 이태은;정진헌
    • 디지털융복합연구
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    • 제16권9호
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    • pp.383-390
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    • 2018
  • 본 연구의 목적은 가상성의 디지털 놀이 발전방향과 디지털 놀이 도구가 기존 놀이의 속성과 어떻게 결합되어 유형화되고 있는지 알아보는데 있다. 가상성 특성과 놀이론을 살펴보고 사례를 4가지 유형으로 도출하여 로제카이와의 4가지 놀이 속성으로 분석하였다. 분석결과 아곤의 경우 상호경쟁 대상이 단수와 복수, 컴퓨터 및 미래의 자신 등으로 확대되고 있다. 미미크리는 온-오프라인의 경계를 넘나들고 분절과 경계의 모호 양상을 보였다. 알레아는 즉시성과 동시성에 의한 우연 발생의 다양화가 강화되고 있다. 일링크스는 몰입의 극대화를 감각과 도구로 다양하게 적용하며 새로운 가상성 기술의 개발과 실험이 지속되고 있다. 결과적으로 다양한 융합적 결합에 의한 시공간의 확장성과 공존성 경향으로 놀이가 발전하고 있었다. 본 연구는 디지털 놀이 관련 연구와 디지털 놀이 기획개발에 도움이 되고자 하며 향후 가상성을 활용한 스토리 테마형 디지털 놀이터 기획설계에 관한 연구를 진행 예정이다.