• Title/Summary/Keyword: Study immersion

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A STUDY ON THE RELATION BETWEEN MATHEMATICS AND FOREIGN LANGUAGE

  • Oh, Hyeyoung
    • Korean Journal of Mathematics
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    • v.18 no.4
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    • pp.409-424
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    • 2010
  • We observed the symptoms that occur to students who dislike mathematics when they study mathematics and the data that mathematics is related to foreign language. This study investigated the relation between mathematics and foreign language. Continuous immersion aids not only in acquiring language but also in learning mathematics. For continuous immersion, it is essential to organize small class. We organized small class and compared large class with small class about how the relation between mathematics and language appears in achievement, rate of presence, rate of submission of report, and attitude and enthusiasm. Based on the result, we try to find out the way to increase understanding mathematics and level up the achievements.

Analyzing the Effects of Anthropomorphism in NPCs Applied by GPT on User Satisfaction and Loyalty

  • Namjae Cho;Zhilan Cao;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • v.31 no.4
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    • pp.121-137
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    • 2024
  • This research studies NPCs applied by Generative Pre-trained Transformer (GPT) Technology. This study set three independent variables as characteristics of the NPCs applied GPT. User immersion is set as a mediator variable, while user game satisfaction and loyalty are chosen as dependent variables. The Stimulus-Organism-Response (SOR) theory is employed to study user attitude changes, and immersion is examined through the Flow Theory. The study found that interactions between NPCs and users directly and indirectly influence user satisfaction and loyalty. This suggests that NPCs capable of providing users with desired information, rather than merely following predetermined protocols, can enhance the user's affinity for the game. Furthermore, the intelligence and human-likeness of NPCs were found to indirectly influence satisfaction and loyalty through immersion. These findings underscore the importance of GPT-applied NPCs in the gaming industry, with potential implications for the future development and enhancement of such NPCs within games.

The Moderating Effects of Flow on the Relationship between Stress and Satisfaction with life, University life Satisfaction (대학생의 스트레스와 삶의 만족도, 대학생활만족도의 관계에서 몰입의 조절효과)

  • Baek, Yu-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.490-496
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    • 2017
  • This study targeted college students to determine the moderating effect of immersion in the relationship among stress, satisfaction with life, and satisfaction with college life. To this end, the level of stress, satisfaction with life, satisfaction with college life, and immersion were measured in353 students attending S University. First of all, correlation analysis showed that stress had a negative correlation with immersion, satisfaction with life, and satisfaction with college life and immersion had a positive correlation with satisfaction with life and satisfaction with college life. Hierarchical regression analysis was conducted to determine the moderating effects of immersion in the relationship among stress, satisfaction with life, and satisfaction with college life. The results showed that immersion had a moderating effect on the relationship between stress and satisfaction with life, while immersion did not have a mitigating effect on the relationship between stress and satisfaction with college life. Based on these findings, this paper suggests raising the ability of immersion as a measure of intervention in handling the stress of college students and discusses the significance and limitations of this study.

The Impact of Young Children's Excessive Immersion in Smartphone Games on their Prosocial and Problematic Behavior (유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향)

  • Cho, Jung-Jin;Cho, Anna
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.647-657
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    • 2015
  • The purpose of this study is to investigate how young children's excessive immersion in smartphone games affects their prosocial and problematic behavior. To achieve the purpose, a qustionnaire survey was conducted with 147 children aged 3 to 5 going to two kindergartens and two child-care centers which were judged to have similar social and economic conditions, their mothers, and 16 teachers in charge of them. For data processing, SPSS 18.0 program was used to conduct frequency analysis, correlation analysis, and simple regression analysis. The study results were presented as follows. First, the more seriously the young children had excessive immersion in smartphone games, the more negatively their prosocial behavior was influenced. Secondly, the more severely the young children had excessive immersion in smartphone games, the more problematic behavior the young children had. This study is meaningful in the point that it analyzed the impact of their addiction in smartphone games on their prosocial and problematic behavior, and thereby helped to improve a plan of effectively using smartphones as educational media.

A Study on the User Immersion and Loyalty of MMORPG Avatar Customization (MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구)

  • Yang, Gi Hyun;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.17-28
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    • 2013
  • The development of technology has enabled users to customize avatars using various combinations and appearances in MMORPG. This study investigated the loyalty and user immersion factors of MMORPG avatar customization, which included personal factors (self-esteem, self-efficacy) and environmental factors (challenging spirit, sense of unity). immersion factors were extracted and a research model was established by observing precedent studies conducted on Flow theory and on the development and transformation of avatars. This study established a theory based on a developed research model and by surveying the users of AION, a MMORPG game, who actively enjoyed avatar customization, after determining measurement items based on precedent studies. The research results showed that self-esteem, a challenging spirit and sense of unity must be enhanced to increase the customization immersion. In addition, research results showed that the degree of loyalty increased with higher customization immersion.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

A Study on the Factors that Job Stress and Resilience influence Job Satisfaction and Organizational Commitment (직무 스트레스와 회복탄력성이 직무만족과 조직몰입에 미치는 영향 요인)

  • Jae-Boong, Kim;Myoung-Hoon, Kim;Hee-Sung, Han
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.233-240
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    • 2022
  • The purpose of this study is to understand the influence factors of job stress and resilience to recovery in an organization on job satisfaction and immersion in the organization. For this reason, we developed a questionnaire scale based on previous research, and conducted a questionnaire survey of the sales staff of company S. As a result of the analysis, it was found that job stress had a significant effect on job satisfaction, and job stress had a significant effect on recovery elasticity. It was shown that recovery elasticity affects job satisfaction and organizational immersion, and that job satisfaction affects organizational immersion, but the hypothesis that job stress has a significant effect on organizational immersion was rejected. In addition, it was found that recovery elasticity mediates the relationship between job stress, job satisfaction, and organizational immersion. The results of this study are expected to be used as guidelines for various practical plans that can improve the resilience of recovery as well as stress management of organizational members in the organization.

The Effects of Heat Application on the Immune Activities of the Human Body

  • Lee, Sang-Bin;Park, Joo-Hyun;Kim, Yong-Nam;Lee, Byoung-Hee;Yoon, Jung-Gyu;Yoo, Kyoung-Tae;Lee, Suk-Hee;Kim, Sung-Joong;Lee, Mi-Joung
    • Journal of International Academy of Physical Therapy Research
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    • v.1 no.1
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    • pp.19-25
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    • 2010
  • The purpose of this study was to determine the effects of heat application on the immune activities of the human body. To exam, furthermore, the immune effect from the healthy volunteer(male:15, female:15) by monitoring changes of immune substances such as various leukocytes[total white blood cell(WBC), eosinophil, neutrophil, basophil, monocyte, and lymphocyte], a comparative study with warm water immersion($40.8{\pm}0.3^{\circ}C$) and infrared(250W) was carried out. The plasma analysis showed that the count of white blood cell, eosinophil, and neutrophil were elevated in warm water immersion- or infrared. stimulated group compared with control group. However, the count of basophil was decreased in both warm water immersion- and infrared-stimulated group than control group. Therefore, these results suggest that the thermostimulation improved immune activity.

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Effects of integrative simulation practice on nursing knowledge, critical thinking, problem-solving ability, and immersion in problem-based learning among nursing students (문제중심학습 통합 시뮬레이션교육이 간호대학생의 간호지식, 비판적 사고성향, 문제 해결 능력 및 수업 몰입도에 미치는 효과)

  • Song, Young A
    • Women's Health Nursing
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    • v.26 no.1
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    • pp.61-71
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    • 2020
  • Purpose: This study was conducted to investigate the effects of problem-based learning-integrative simulation practice (PBL-ISP) on nursing knowledge, critical thinking, problem-solving ability, and immersion among nursing students. Methods: The study used a nonequivalent control group post-test design. A PBL-ISP educational program was provided to the experimental group, and hands-on practice using a high-fidelity simulator (HFS) was administered to the control group. There were 42 subjects in the experimental group and 40 in the control group. Data were collected during the fall semester of 2019. Using SPSS for Windows version 23.0, data were analyzed in terms of frequency, percentage, mean, standard deviation, the chi-square test, t-test, and Pearson correlation coefficients. Results: Significant differences between the experimental and control groups were found in nursing knowledge (t=3.67, p<.001), critical thinking (t=3.40, p=.001), problem-solving ability (t=3.52, p=.001) and immersion (t=4.44, p<.001). Conclusion: PBL-ISP was more effective in improving nursing knowledge, critical thinking, problem-solving ability, and immersion than was hands-on practice using an HFS.

Effectiveness of Learning Performances According to Financial Motivation of University Students

  • PARK, Young-Sool;KWON, Lee-Seung;CHOI, Eun-Mee
    • Asian Journal of Business Environment
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    • v.9 no.3
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    • pp.27-38
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    • 2019
  • Purpose - The aim of this study is to explore the effectiveness in educational differences between students of the government's financial-funded groups and the non-financial-funded groups at a university in Korea. Research design, data, and methodology - The study was conducted using a survey tool of National Assessment for Student Engagement in Learning. In total, 334 participants were surveyed, of which 290 students were participants in economic support program and 44 were nonattendance program students. The general characteristics of all of the participants were investigated by frequency analysis. The analysis of participants' collective characteristics used independent t and f-test, and one-way ANOVA with IBM SPSS Statistics package program 22.0. Results - The number of participating students is higher than that of non-participating students in relation to in-activities of university immersion, but the number of participating students is lower than that of non-participating students in relation to in-quality of student support. However, there was no statistical significance. The confidence coefficient of the university-immersion and student support questionnaire is 0.860 and 0.913, respectively. Conclusions - There is no significant difference in the activities of university immersion and student support between students who participate in the economic support program and those who do not.