• Title/Summary/Keyword: Study immersion

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Effect of experience quality of participant in the leisure marine sports : Effect of satisfaction and Immersion on Reparticipation motive - Moderating effect of pre-experiencing yacht race - (해양스포츠 참가자의 레저경험이 만족, 몰입, 재참여에 미치는 영향 - 요트대회 참여의 조절효과 -)

  • Jang, Jae-Hun;Leem, Cheol;Kim, Sun-Mi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1449-1461
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    • 2013
  • In this study, We analyzed whether the quality of marine leisure sports experience have effects on participants satisfaction, immersion and 5motive for reparticipation. We also investigated effect of participants' pre-experience of participating race on satisfaction, immersion and motive for reparticipation. Sense of freedom and social interaction appeared to affect satisfaction of participants significantly, but the sense of control did not. Sense of freedom had effect on immersion, whereas sense of control and social interaction had no effect on immersion. Significant relationship between motive for reparticiaption and participants' satisfaction and immersion was observed. Interaction effect between participant's satisfaction and was significant. Immersion mediates relation between reparticiaption and participants' satisfaction, participants experienced yahct race before showed more effect of satisfaction on motive for reparticiaption than participants with no race experience, who showed no significant effect of satisfaction on motive for reparticiaption. Immersion have effect on motive for reparicipation in both groups, but effect size was greater in the group with race experience. Thus, satisfaction and immersion of participants who have pre-experience of participating race showed greater effect on reparticipation than who haven't.

Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.299-304
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    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

Nanoparticle Effect on Durability of Carbon fiber/Epoxy Composites in Saline Water Environment (염수환경에서 탄소섬유/에폭시 복합재료의 내구성에 미치는 나노입자의 영향)

  • Kim, Bu-Ahn;Moon, Chang-Kwon
    • Journal of Ocean Engineering and Technology
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    • v.28 no.1
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    • pp.64-68
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    • 2014
  • This study was conducted to investigate the durability of carbon fiber/epoxy composites (CFRP) in a saline water environment. The carbon fiber/epoxy composites were modified to use nanoparticles such as carbon nanotubes and titanum oxide. These hybrid composites were exposed to a saline water environment for a certain period. The weight gain according to the immersion time, a quasi-static tensile test, and micro-graphic characterization were used to investigate the samples exposed to the saline water environment. The weight gains increased with increasing immersion time. The weight gains of the hybrid composites were lower than that for pure CFRP throughout the entire immersion time. The tensile strengths decreased with increasing immersion time. The tensile strengths of the hybrid composites were higher than that of the pure CFRP throughout the entire immersion time. The pure CFRP was observed to be more degraded than the hybrid composites in the saline water environment. Therefore, it was concluded that the addition of nanoparticles to CFRP could lead to improved durability in a saline water environment.

Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.61-68
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    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

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The Effects of Internet Addiction, Interpersonal Anxiety and Self-Control on Messenger Immersion of Adolescents (초기 청소년의 인터넷 중독, 대인불안 및 자기통제가 메신저 몰입에 미치는 영향)

  • So, Hyeon-Ha;Han, Eu-Jene
    • Journal of Families and Better Life
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    • v.28 no.2
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    • pp.181-192
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    • 2010
  • The purpose of this paper is to observe the influence of internet addiction, interpersonal anxiety and self-control in messenger immersion. Questionnaires regarding internet addiction, interpersonal anxiety and self-control were administered to 600 6th grade elementary school students and 2nd grade middle school students in the province of Seoul, South Korea. A total of 592 questionnaires were collected. As statistical methods, Cronbach's, multiple linear regression analysis and stepwise regression with SPSS 10.0 were used. The main results of the study were as follows - 1) In observing the degree of messenger Immersion by the sex and grade of the adolescent, the results show that the percentage in the top group and the middle group appears higher for school boys than school girls as well as 6th grade school-children rather than for 2nd grade middle school students. 2) A difference was noted between the messenger immersion factor in school-boys' and that in school-girls'.

The Relationships among Play Space, Play Behaviors and Playfulness of 4-Year Old Children in Childcare Centers (어린이집 만 4세 유아의 순수 놀이공간 및 놀이성과 놀이행동 간의 관계)

  • Nam, Jin Kyung;Kim, Myoung Soon
    • Korean Journal of Child Studies
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    • v.35 no.2
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    • pp.25-41
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    • 2014
  • The purpose of this study was to investigate the relationships between play behaviors and young children's playfulness in a variety of play space environments. The subjects were 150 4-year old children of 29 mixed-age classes in childcare centers of Seoul and Gyeonggi area. The results were as follows; (1) Their play behaviors differed according to their play environment in terms of classroom spaces. Solitary-active play behaviors were more frequently observed in large play spaces than small. (2) Leading participation, cognitive flexibility, voluntary full immersion, and total playfulness scores correlated negatively with reticent behavior. Leading participation, voluntary full immersion, and total playfulness scores, on the other hand, correlated positively with group play behavior. (3) In small play spaces, leading participation, voluntary full immersion correlated negatively with reticent behavior, but leading participation correlated positively with group play. In middle play spaces, cognitive flexibility correlated negatively with reticent behavior. In large play spaces, voluntary full immersion correlated negatively with parallel play, but leading participation, cognitive flexibility, expressions of joy, voluntary full immersion, and total playfulness score correlated positively with group play.

Effects of professor's images on learning immersion and satisfaction in blended learning (face-to-face + non-face) classes - For Koreans and foreign students majoring in beauty at H University in Seoul - (블렌디드 러닝(대면+비대면)수업에서 교수자 이미지가 학습몰입도 및 학습만족도에 미치는 영향 - 서울소재 H대학 뷰티전공 내·외국인학생 대상으로 -)

  • Kwon, Oh Hyeok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.87-98
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    • 2021
  • Due to the influence of COVID-19, many changes have been made in the education methods in universities. In respomse, this study intendsto present an efficient learning method by identifying the impact of professor images on learning immersion and the learning satisfaction of classes taught with blended learning for university students majoring in beauty at H University in Seoul. For final analysis, 232 of the 234 questionnaires administered from May 17, 2021 to June 2, 2021 were analyzed. For statistical analysis, SPSS 21.0 was utilized; frequency analysis was conducted to identify demographic characteristics, factor analysis was used to verify the research model, and regression analysis was conducted to verify the hypothesis. First, images of professors have been shown to affect learning immersion. Second, the professor image were shown to affect learning satisfaction. Third, education immersion has been shown to affect educational satisfaction. In order to overcome the limitations of online lectures in universities that suddenly began with onset of COVID-19, it is believed that students' satisfaction can be increased by applying blended learning as a way to improve the quality of classes.

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

  • So-Hee Moon;Hyun-Jin Jeon
    • Fashion & Textile Research Journal
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    • v.25 no.1
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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.

A Study of VR News Characteristics on User's Effect: Focused on Recall, Understanding, Enjoyment, Visual Fatigue and Resue Intention (VR뉴스의 이용자 효과에 관한 연구)

  • Song, Min-Ho;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.439-449
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    • 2018
  • The purpose of this study was to examine the effect of VR news focused on recall, understanding, enjoyment, visual fatigue and reuse intention through experimental study. Using Window SPSS 21.0 and AMOS 21.0 program, the data was analyzed by exploratory/confirmatory factor analysis, reliability analysis, correlation analysis and path analysis. The Results are as follows. First, presence and immersion among VR news characteristics influenced positively on users' recall of VR news. Second, presence, interactivity and immersion among VR news characteristics influenced positively on users' understanding of VR news. Third, presence, interactivity and immersion among VR news characteristics influenced positively on users' enjoyment of VR news. Fourth, presence among VR news characteristics influenced negatively on users' visual fatigue of VR news. Fifth, presence and immersion among VR news characteristics influenced positively on users' reuse intention of VR news. This study will provide on an important implication understanding VR news characteristics and VR news users.

The Immersion Factors and Characteristics of Youtube Channels for Generation Z (Z세대가 즐기는 유튜브 채널의 몰입 요인과 특징)

  • Kang, MinJeong;Jeong, Eun-Ju;Cho, Hae-Yoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.150-161
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    • 2020
  • Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.