• Title/Summary/Keyword: Major Immersion

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Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games (모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석)

  • Feng, JingWei;Lee, HongMei;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

A Study on Convergence Step Sequence through Virtual Reality (가상현실을 통한 융복합 스텝시켄서(Step Squencer) 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.487-493
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    • 2018
  • In recent years, various virtual reality contents have been explosively developed, and the 'chance operation' in previous studies was mentioned. This study tries to implement the Step Sequencer in the virtual reality. Through the theoretical background analysis and case studies of virtual reality, three major experiential values such as Value of Overcoming Constraints, Value of Strengthening Experience, and Value of Creating New Experience were induced. A convergencestep sequencer with the presence and immersion elements was developed and presented so that the music contents divided into 4 areas can be understood easily controlled more conveniently while keeping the identity of the step sequencer. It is expected that various convergence VR contentscan be developed in the future studies.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.270-275
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    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

The Influence of Competition Uncertainty on Dancing High School Students' Impacts on Dancing Immersion and Achievement (무용전공고등학생의 경쟁불안이 무용몰입 및 무용성취에 미치는 영향)

  • Jung, Yu-Jin;Min, Yun-Mi
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.441-451
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    • 2020
  • The study was conducted with the aim of identifying the impact of competition anxiety on dance immersion and performance in high school students majoring in dance. As of 2020, online surveys were conducted on students majoring in dance at high schools in Seoul and the metropolitan area. A total of 222 people's data were processed by applying t-test, one-way variable analysis, correlation and multiple regression analysis through SPS 18.0 for Windows, resulting in the following conclusions. First, male students were more confident in their condition than female students, and students who recognized that their family's economic power was in the middle class were more aware. In addition, it was found that the group perceived that economic power was at the top of the list was higher than the median. Second, cognitive anxiety and self-confidence have been shown to have a static effect on immersion into dance. Third, cognitive anxiety and self-confidence have been shown to have a static effect on the achievement of uselessness. Fourth, immersion in dance appeared to be a powerful parameter related to competition anxiety and achievement of dance. To sum up the above conclusions, competition among high school students majoring in dance has been shown to increase their performance by immersing themselves in dance, but further studies of these psychological variables are expected to have side effects.

Development of float off Operation Design for Mdlti Semi-submersible Barges with Symmetrical Stability Casings (반 잠수식 복수부선의 진수설계)

  • 양영태;최문길;이춘보;박병남;성석부
    • Journal of Ocean Engineering and Technology
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    • v.17 no.2
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    • pp.72-76
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    • 2003
  • This paper presents the design concept and operation results of float-off for FSO (340,000 DWT Class, ELF AMENAM KPONO Project) built on the ground, without dry dock facilities. It was the first attempt to build FSO, completely, on the ground and launch it using DBU (Double Barge Unit, which was connected by rigid frame structure.) The major characteristics of FSO, which are similar to general VLCC type hull, including topside structure, weigh 51,000 metric ton. In order to have sufficient stability during the deck immersion of DBU, while passing through a minimum water plane area zone, proper trim control was completed with LMC (Load Master Computer). The major features of the monitoring system include calculation for transverse bending moment, shear force, local strength check of each connector, based on component stress, and deformation check during the load-out and float-off. Another major concern during the operation was to avoid damages at the bottom and sides of FSO, due to motion & movement after free-floating; therefore, adequate clearances between DBU and FSO were to be provided, and guide posts were installed to prevent side damage of the DBU casings. This paper also presents various measures that indecate the connector bending moment, damage stability analysis, and mooring of DBU during float off.

Conservation Laboratory of Keimyung University Museum (계명대학교 박물관 보존과학실 소개)

  • Kim, Byeong-Ju
    • 보존과학연구
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    • s.6
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    • pp.247-258
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    • 1985
  • Conservation laboratory was attached to Keimyung University Museum inMarch 1980 and ever since it has been devoted mainly to the processing andconservation of metal objects. A number of objects have been processed inthis laboratory during the period, including those already in the collection ofthe Museum, those which were discovered during the three major excavationsof Kaya tombs conducted by the Museum, and those processed on commissionfrom other museums in the country,The activities of this laboratory include: (1) conserving the objects againstfurther erosion; (2) raising the archaeological value of the objects by revealingthe structure of such parts of the objects as concealed under rust; and (3)recovering the original shape of damaged objects.The methods adopted by the laboratory include: (1) removing from theobjects the ionized chlorine which usually are the major cause of erosion; (2)strengthening the objects by soaking them in acrylic resins; and (3) applyingresins to the surface of the objects to protect them from further erosion.Chemicals much employed by the laboratory includes the acrylic resin(Ruschot; developed jointly by the Cultural Property Research Institute ofKorea and Samwha Paint Company), the sodium sesquicarbonate, the sodiumhydroxide, the lithium hydroxide, and the benzotriazole.Major apparatus in the laboratory includes the vacuum immersion tank, theairbrasive, the ultrasonic cleaner, the pH-ion meter, the water bath, the zoomstereo microscope, the drying oven, and the drill.

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A Development of the Optimized Shielding Room Design Simulator for HEMP Protection (HEMP 방호용 차폐실 최적설계를 위한 시뮬레이터 개발)

  • Min, Gyung-Chan;Kim, Dong-Il
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.121-126
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    • 2010
  • Regarding HEMP has been studied as few thousand of paper by major nuclear bomb holding countries with USA for the self protection against nuclear bomb attract. Major HEMP protection facilities are consist of the shielding, filtering, grounding and high voltage protection circuits. Shielding room construction required a highest cost among the key protective facilities. Most of a theoretical formulas listed on the paper and related books has a little correlations in the certain frequency band between the theoretical formulas and field measuring results. For the reasons we proposed the advanced new theoretical formulas and developed the computer simulation S/W as enough as apply to the cost effective shielding room design for HEMP considering the various structural constants.

A Study on the Pitting Corrosion Resistance of Laser Surface Treated Nickel-Base Alloy (레이저 표면처리된 Nickel-Base 합금의 공식 저항성 연구)

  • Song, Myeong-Ho;Kim, Yong-Gyu
    • Korean Journal of Materials Research
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    • v.9 no.2
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    • pp.217-225
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    • 1999
  • The effect on the pitting corrosion resistance of laser welding and surface treatment developed as a repair method of stream generator tubing material that was a major component of primary system at nuclear power plant was observed. Some heat-treated Alloy 600 tubing materials used at domestic nuclear power plants were laser-surface observed. Some heat-treated Alloy 600 tubing materials used at domestic nuclear power plants were laser-surface melted and the microstructural characteristics were examined. The pitting corrosion resistance was examined through Ep(pitting potential) and degree of pit generation by means of the electrochemical tests and the immersion tests respectively. The pit formation characteristics were investigated through microstructural changes and the pit initiation site and pit morphology. The test results showed that the pitting corrosion resistances was increased in the order of the followings; sensitized Alloy 600, solution annealed alloy600, and laser surface melted Alloy 600. Pits were initiated preferably at Ti-containing inclusions and their surroundings in all tested specimens and it is believed that higher pitting resistance of laser-surface treated Alloy 600 was caused by fine, homogeneous distribution of non-soluble inclusions, the disappearance of grain boundary, and the formation of dense, stable oxide film. The major element of corrosion products filled in the pit was Cr. On the other hand, Fe was enriched in the deposit formed on the pit.

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Video Art and Media Environment in City Space (도시 공간에서의 비디오 아트와 미디어 환경에의 재고)

  • Sohn, Young-Sil
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.196-206
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    • 2011
  • The development of projection technology produces series of discussions associated to various form of visual immersing possibilities by the way of projecting image directly to the obscure surface surrounded us. Besides, the significance can be found in terms of that this kind of image projection offers chance to citizens to enjoy high standard images and makes people consider media environment of city. Video art as the digital technology grafts penetrates formative space of city by projecting images. The certain thing about questions how the media has status in city is that media is now not existing for self neither for abstractly and virtual reality is existing in the general appearance of metropolis. This paper treats media environment of city and the meaning of image projection as from of video art in the city. It accesses about the meaning of video form visual art in big city- new reality, the virtual and the real, immersion and interactivity. And media reality of metropolis defines that there is not one major discourse in the gigantic text -metropolis rather they are different discourses each other simultaneously compatible in the gigantic text -metropolis and in fact, they affect each other and interact.