• Title/Summary/Keyword: Immersion Theory

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Causal relationship between exercise commitment and exercise continuation intention according to the use of mobile home training : Changes in fitness after Covid-19 (모바일 홈트레이닝 활용에 따른 운동몰입과 운동지속의도 인과관계 : 코로나19 이후 피트니스 변화)

  • Kim, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.3
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    • pp.860-869
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    • 2021
  • This study tried to provide basic data for predicting consumers by applying the structural analysis method (SEM) to the causal relationship model that applied the technology acceptance theory for mobile home training, exercise commitment, and continuous intention. Therefore, in order to identify the strategic tools due to the current COVID-19 pandemic, the survey was conducted using the mobile program "Survey Monkey" according to the sampling plan from February 1, 2021 to May 21, 2021, and a total of 287 valid samples. people were used in the final analysis of consumers. As a result of the study, it was found that the acceptance model had a significant effect(+) on exercise commitment, and the acceptance model had a significant effect(+) on the exercise continuation intention. Finally, it was found that exercise commitment had a significant(+) effect on exercise continuity intention.

Characteristics of Shear Behavior for Coarse Grained Materials Based on Large Scale Direct Shear Test (III) - Final Comprehensive Analysis - (대형직접전단시험을 이용한 조립재료의 전단거동 특성 (III) - 최종 종합 분석 -)

  • Lee, Dae-Soo;Kim, Kyoung-Yul;Hong, Sung-Yun;Oh, Gi-Dae;Jeong, Sang-Seom
    • Journal of the Korean Geotechnical Society
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    • v.25 no.4
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    • pp.39-54
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    • 2009
  • Large scale direct shear tests were carried out to analyze the shear behavior of crushed rocks at local representative quarries. Shear strength for each specimen was derived and the effects on shear behavior induced by the variation of factors such as particle size, water immersion, density, uniformity coefficient, and particle breakage were evaluated and quantitatively compared with previous studies. The opportunity was also taken to identify stress-dilatancy relation of crushed rocks following the energy-based theory and friction coefficients at critical state as well as peak friction angles and dilation angles were estimated. As a result of tests it was found that uniaxial compressive strength and particle breakage of the parent rocks have crucial effect on internal friction angles; in addition, dilatancy at the failure showed strong relationship as well.

The E-Learning for Practice Training Using Augmented Reality in the College Education (증강현실을 이용한 대학 e-Learning 실습교육)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.40
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    • pp.443-476
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    • 2015
  • The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.

Case study on identity development of mathematics teachers involved in learning community: Based on the theory of "Community of Practice" (학습공동체에 참여한 수학교사의 정체성 형성 과정에 대한 사례연구: 실천공동체 이론을 중심으로)

  • Yoon, Jungeun;Kwon, Oh Nam
    • Communications of Mathematical Education
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    • v.38 no.1
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    • pp.1-26
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    • 2024
  • As the limitations of professional development programs and individual attempts to improve teaching expertise have been reported, mathematics teachers have operated various types of teacher learning communities as alternative teacher professional programs. A teacher learning community can be considered a Community of Practice(CoP) in that it satisfies three factors of Cop, which are common purpose, mutual participation, and shared repertoire, so the 'learning' of a teacher community can be interpreted based on the theory of CoP. The purpose of this study is to investigate the process of identity development of five mathematics teachers who have been continuously involved in teacher communities. For this, the researcher collected data on the entire process of community activities through participant observation and conducted individual follow-up interviews to explore mathematics teachers' narratives and personal experiences. Results indicated that mathematics teachers experienced the development of practical knowledge related to mathematics teaching and learning, improvement of teaching practice through continuous reflection and introspection, and recognization the shared value of togethering through community immersion. Based on these experiences, implications for the effective operation of learning communities such as national support of teacher learning communities and horizontal and cooperative teacher norms were discussed, and follow-up research was proposed.

A Study on the Tempo Direction of Narrative Webtoons -Focusing on - (서사 웹툰에서 템포 연출의 재미 요소에 대한 연구 -<묘진전>을 중심으로-)

  • Kim, Seong-jae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.193-215
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    • 2017
  • This study has researched that tempo is an element influencing the fun of narrative webtoon. In spite of many elements that could create fun in narrative webtoon, the theory this study pays attention to is the accumulation and solution of tension. Lee Hyun-bee said in his book that the accumulation and solution of tension would be the element creating fun. Tensions of a story create the immersion by bringing readers into the story. However, if such tensions are maintained throughout the whole story, readers get insensitive to tensions, so that the accumulation and solution of tension should be used in turn to maintain the immersion. One of the directions creating the accumulation and solution of tension in narrative webtoon is the direction of tempo. When creating a narrative webtoon with the full-length structure, it is not easy to describe the whole incident from beginning to the end of it in order of time. Therefore, it is inevitable to have differences between story time and narrative time, and the difference of this time is called 'tempo'. This tempo creates fun when readers are immersed in the work, by adjusting breaths of the story in the direction of narrative webtoon. Such a role of tempo direction is based on the relation between the occurrence of tempo direction and information of the story. The information actually leading the story creates the accumulation and relief of tension which is the essential element of fun formation while tempo also maximizes the effects of accumulation and relief of tension. Tempo direction in narrative webtoons uses panels and gaps between them. The scene direction using panels and gaps between them considers tempo and dynamics because of the temporality of panels and gaps between them. This paper analyzes the use of tempo direction for narrative webtoon through the analysis on the 1st episode of . The significance of this study is to reveal that tempo direction is one of the factors creating fun in narrative webtoons, and also to suggest the theoretical grounds for researches on direction creating fun in the future.

An Empirical Study on the Effects of Personal Characteristics and Drama Characteristics on Entrepreneurial Intention : Focusing on the Moderating Effect of Social Support (개인 특성과 드라마 특성이 창업의지에 미치는 영향에 관한 실증 연구 : 사회적 지지의 조절효과 중심으로)

  • Chang, Soo-jin
    • Journal of Venture Innovation
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    • v.5 no.4
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    • pp.135-156
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    • 2022
  • This study attempted to identify the factors affecting entrepreneurial intention and to confirm the moderating effect of social support that plays a positive role in increasing entrepreneurial intention. The subjects of the study were 419 ordinary people, and data were obtained online and analyzed. The analysis method of this study was based on the SPSS statistical program Ver. 24, and a hierarchical regression analysis method was conducted to analyze the moderating effect. The results of hypothesis verification analysis in this study are as follows. First, innovativeness, risk-taking, self-fulfillment, economic motivation, immersion in a drama, drama role model, and indirect experience, all had a significant positive(+) effect on entrepreneurial intention. Second, among the factors affecting entrepreneurial intention, self-fulfillment was found to have the greatest influence. Third, it was confirmed that the moderating effect of social support between various variables and entrepreneurial intention had a significant effect on innovativeness, self-fulfillment, drama role model, and indirect experience, and entrepreneurial intention. The academic value of this study is to confirm the effect of drama characteristic variables on entrepreneurial intention. In addition, it was possible to confirm the moderating effect of social support, which is the total of individual external support. The implication of this study is that the desire for achievement had the greatest influence on entrepreneurial intention. Therefore, it is necessary to develop a desire to achieve in start-up support policies and start-up education. In addition, in light of the ripple effect of TV dramas, drama role model and indirect experience increase entrepreneurial intention, so it was possible to predict its influence on changes in perception of start-ups and entrepreneurs.

Effect of Inconsistency Between Visually Perceived Walking Speed and Physically Perceived Walking Speed on VR Sickness in VR-Treadmill Walking (가상현실-트레드밀 보행에서 시각적 속도감과 보행 속도감의 불일치가 가상현실 멀미에 미치는 영향)

  • Choi, InBeom;Park, Jong-Jin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.79-90
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    • 2020
  • The inconsistency in different sensory information causes virtual reality (VR) sickness. This research verifies whether the consistent sensory information reduces VR sickness within treadmill-based virtual reality. Furthermore, we examined the inconsistency between the visually perceived walking speed by optical flow in VR and the physically perceived walking speed in treadmill walking on VR sickness. In Experiment 1, participants reported VR sickness levels while experiencing an increase in the virtual reality. We compared the VR sickness level reported on the standing still condition with that on the treadmill-walking condition. Based on our results, less VR sickness and more sense of presence and immersion were reported on the treadmill-walking condition than on the standing still condition. In Experiment 2 and Experiment 3, the effect of inconsistency between perceived visual speed and perceived walking speed on VR sickness was examined. Interestingly, participants reported less sickness when the perceived visual speed was faster than the perceived walking speed, compared to when the sense of speed was consistent. These results imply that allowing participants to walk on a treadmill while experiencing virtual reality reduces VR sickness. Hence, the perceived visual-walking speed consistency is not necessarily required to reduce VR sickness.

A Study on the Influencing Factors of Overuse of the Seniors's Mobile Short Form Video (중장년층 모바일 숏폼 동영상 과다사용 행위의 영향요인 연구)

  • Han, Jing;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.173-184
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    • 2022
  • Focusing on the TikTok, this paper studies the factors that influence the use intention, flow and addiction of the elderly in short videos from three aspects of media attraction, perceived usefulness and user characteristics through quantitative research methods. In recent years, influenced by various factors, more and more seniors have begun to indulge in short form videos, which will do harm to their physical and mental health. Therefore, the researchers believe it is necessary to identify the behavioral intention of seniors and the path to addiction. According to the research results, the attractiveness of TikTok and the characteristics of seniors have a positive impact on the usefulness of media. In addition, the study confirms that media usefulness has an impact on use intention and use behavior, which may develop into immersion and addiction. This study not only supplements the classical TAM theory, but also provides a reference for helping seniors to use the Internet in a healthy way. The researchers look forward to expanding the research on the various Internet platforms used by seniors in different countries and regions.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

Behavioral Change of Workers who completed Experiential Safety Training (체험식 안전교육 이수 근로자의 행동 변화 연구)

  • Choonhwan, Cho
    • Journal of the Society of Disaster Information
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    • v.19 no.1
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    • pp.161-172
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    • 2023
  • Safety education delivered to construction workers in a lecture manner has limitations in concentration and immersion, so delivery power and interest are low. In order to improve unstable behavior through education and prevent safety accidents, it is necessary to change the paradigm to hands-on education. Purpose: Experiential safety education aims to contribute to preventing accidents for construction workers by quickly recognizing risks, improving emergency response skills, and verifying the effectiveness of pre- and post-learning. Method: Based on a survey of workers who experienced the same work environment as the actual construction site, an opinion survey on the pre- and post-safety experience education and a variable measurement tool were planned, and a research hypothesis was established. Results: The Bayesian theory and MC simulation analysis were used to analyze the structural equation model, and the change in construction worker behavior was confirmed through the intended safety (A), non-experiential education in the sub-area of anxiety (B), average, standard deviation, and minimum and maximum values. Conclusion: The effect of education and industrial accidents are reduced only when construction workers are motivated to participate.