• 제목/요약/키워드: Study immersion

검색결과 1,666건 처리시간 0.03초

Effect of Pre-immersion Time on Electrophoretic Deposition of Paint on AZ31 Magnesium Alloy

  • Van Phuong, Nguyen;Moon, Sungmo
    • 한국표면공학회:학술대회논문집
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    • 한국표면공학회 2014년도 추계학술대회 논문집
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    • pp.45-45
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    • 2014
  • The importance of magnesium alloys has significantly increased due to their low density, high strength/weight ratio, very good electromagnetic shielding features and good recyclability. However, unfortunately, Mg alloys are very susceptible to corrosion due to their high chemically activities (= -2.356 V vs. NHE at $25^{\circ}C$), hence, most commercial Mg alloys require corrosion protective coatings. Organic coating such as painting, powder coating and electrophoretic deposition of paint (E-paint) is typically used in the final stages of the coating process of Mg alloys. In this study, effect of pre-immersion time on the deposition of E-paint on AZ31 Mg alloy was investigated. It was found that during pre-immersion time, AZ31 Mg alloy rapidly reacts with E-paint solution and paint can be self-deposited on the AZ31 surface without applying of electric current. The pore size on the E-painted AZ31 Mg alloy increased with increasing pre-immersion time from 0 to 5 min. Both adhesion and corrosion resistance of E-painted AZ31 Mg alloy decreased with increasing pre-immersion time. The best E-paint AZ31 Mg alloy, which showed stronger adhesion after water immersion test and good corrosion resistance, was started to deposit after 5 s of pre-immersion time.

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VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향 (The Effect of VR Store Vividness on Immersion and User Satisfaction)

  • 윤남희;이하경;이윤정
    • 한국의류학회지
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    • 제45권3호
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    • pp.559-572
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    • 2021
  • This study explores the effects of VR (Virtual Reality) store vividness, which is one of VR shopping environmental features used in previous research, on user satisfaction. In addition, the mediating role of immersion between VR store vividness and user satisfaction is investigated. The moderating role of self-efficacy is also explored since the effects of vividness and immersion on user satisfaction may depend on a consumer's perceived shopping self-efficacy. A total of 58 participants experienced a VR store with the Oculus Go VR headset. To test the hypotheses, model 14 of Process Macro 3.4 is used (95% Confidence Interval). According to the results, immersion mediated between VR store vividness and user satisfaction. Additionally, there was a significant interaction effect between immersion and self-efficacy on user satisfaction. When a consumer experiences high immersion at a VR store, consumers may have a strongly positive experience, especially among those who have a perceived low shopping self-efficacy.

농촌 다문화가족 부부의 활동몰입갈등이 자아존중감과 행복감에 미치는 효과 : APIM을 이용한 행위자와 파트너 효과 분석 중심 (Effect of Activity Immersion Conflict Perceived by Rural Multicultural Couple on Their Self-esteem, and Happiness : Focusing on Analysis of Actor and Partner Effect Using APIM)

  • 양순미
    • 한국지역사회생활과학회지
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    • 제27권spc호
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    • pp.557-571
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    • 2016
  • This study examined the effects of the actor and partner according to the activity immersion conflict perceived by rural multicultural couples in terms of the self-esteem and happiness using Actor-Partner Interdependence Model (APIM). For this purpose, the data of 482 persons from 241 husband-immigrant women dyads were analyzed. As results of the analysis, only the effect of the actor among the actor and partner effect according to the activity immersion conflict affected the self-esteem significantly in both husband and immigrant women. Conflict, namely the actor and partner effect, affected the happiness in both the husband and immigrant women significantly. Second, the difference in the actor conflict level on activity immersion perceived by the couple according to the women's native country was significant in both husband and immigrant women. The level of actor conflict was highest in Vietnamese husbands and the Philippine women. On the other hand, the difference in the partner conflict level on the activity immersion according to the women's native country was significant only in the women, and the level of Vietnamese women was highest. Therefore, the characteristics in the level of actor and partner conflict on activity immersion was caused by the difference in the number of activity organizations participating between the husband and women. Based on the results, this study suggests some measures to reduce the conflict of couples through activity. In addition, some plans for a follow-up study using APIM are suggested.

컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구 (A Study on Player's Immersion by Difference of Input Control Devices in Computer Games)

  • 양신덕
    • 한국게임학회 논문지
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    • 제10권1호
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    • pp.35-45
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    • 2010
  • 이 연구는 게임 안의 상황을 통제하는 조작 방법 중 실생활에서의 행위 경험과 유사한 조작도구를 사용하는 것이 몰입을 더욱 증가시킬 것이라는 가설을 세우고, 범용 조작도구와 전용 조작도구의 비교 실험을 통해 결과를 밝히고자 하였다. 이에 따라 게임 조작행위와 몰입간의 관계를 파악하여 연구의 과정을 도출하고 가설을 증명하였다. 연구결과 대부분의 플레이어들은 점수 결과에 상관없이 전용 조작도구를 사용하였을 때, 게임에 빠져들어 있었음을 느꼈고 만족도가 높았으며, 전용 조작도구의 사용이 몰입의 증가에 전체적으로 긍정적인 영향을 미쳤다. 대부분의 플레이어들이 도전, 주의집중, 즐거움, 현전 측면에서 전용조작도구가 훨씬 우세하다는 응답 결과를 나타냈고, 조작도구의 숙련과 통제는 두 조작도구가 비슷한 수준에서 선호되고 있는데, 전용 조작도구에서 실험 초반 호기심과 도전감을 강하게 나타냈다. 게임의 조작행위를 통해 몰입을 증가시키기 위해서는 현전감이 높고, 익숙해지기 쉬운 조작법과 정확한 조작이 가능한 조작 도구의 활용이 필요하며 이는 게임의 재미와 몰입을 더욱 증가시킨다는 결론에 이른다.

대전지역 중학생의 여가활동유형과 생활스트레스 및 학습몰입에 관한 연구 (A Study on Leisure Type, Daily Life Stress, and Studying Immersion of Middle School Students in DaeJeon)

  • 송진숙;이영관
    • 한국가정과교육학회지
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    • 제20권4호
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    • pp.43-57
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    • 2008
  • 본 연구는 청소년의 학업성취도와 밀접한 관련을 맺고 있는 학습몰입에 영향을 미칠 수 있는 여가활동유형과 생활스트레스와의 관련성을 분석하여 청소년의 학습몰입을 제고할 수 있는 구체적인 대안을 모색하고자 하였다. 본 연구는 SPSS 통계프로그램을 사용하여 빈도와 백분율, 일원변량분석, 상관관계분석, 중다회귀분석을 실시하였다. 연구결과는 첫째, 청소년들이 교육체험지향과 가정지향 여가활동에 따라 생활스트레스에서 유의한 차이가 나타났고, 교육체험지향과 가정지향 여가활동을 많이 하는 집단의 생활스트레스 수준이 낮았다. 둘째, 청소년들이 교육체험지향과 취미지향 여가활동에 따라 학습몰입에서 유의한 차이가 나타났고, 교육체험지향과 취미지향 여가활동을 많이 하는 집단의 학습몰입도가 높았다. 셋째, 청소년들의 여가활동유형과 생활스트레스는 학습몰입과 관련성이 있는 것으로 나타났다. 넷째, 청소년의 학습몰입에 영향을 미치는 변인은 생활스트레스 중 학업과 가족문제였고, 여가활동유형 중에서는 교육체험지향활동으로 나타났다.

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대학생의 원격강의 학습실재감이 학습성과에 미치는 영향 -학습몰입의 매개효과를 중심으로- (The Effect of Learning Presence on Learning Outcomes of Remote Classification by University Students -Focusing on the medium effect of Learning Immersion-)

  • 이영은
    • 디지털융복합연구
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    • 제19권8호
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    • pp.59-73
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    • 2021
  • 본 연구는 2020학년도 1학기에 원격강의를 수강한 일반대학의 대학생들이 인식하는 학습실재감이 학습성과에 미치는 영향 및 학습몰입의 매개효과를 실증적으로 규명하였다. 서울·경기지역 소재 일반대학을 다니는 대학생들을 대상으로 2020년 9월 15일부터 약 1달 간 온라인 설문을 실시하여, 총 293명의 자료를 분석하였다. 연구결과, 첫째, 학습 실재감은 학습몰입과 학습성과에 영향을 미쳤으며, 학습몰입은 학습성과에 영향을 미치는 것으로 나타났다. 둘째, 학습 몰입은 학습실재감과 학습성과의 관계에서 매개효과가 있는 것으로 나타났다. 본 연구는 코로나 19 대응차원으로 전환한 원격강의를 수강한 일반대학의 대학생들이 인식한 학습실재감이 학습성과에 미치는 영향과 학습몰입의 매개효과를 검증하였다는데 의의가 있다.

The safety of live VHSV immersion vaccine at a temperature-controlled culture condition in juvenile olive flounder, Paralichthys olivaceus

  • Yo-Seb, Jang;Soo-Jin, Kim;Su-Young, Yoon;Rahul, Krishnan;Myung-Joo, Oh
    • 한국어병학회지
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    • 제35권2호
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    • pp.225-230
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    • 2022
  • Viral hemorrhagic septicemia (VHS) is one of the most serious viral diseases affecting farmed olive flounder (Paralichthys olivaceus) in Asian countries. VHS, caused by viral hemorrhagic septicemia virus (VHSV), occurs in over 80 different cultured and wild fish species worldwide. Our previous study demonstrated that VHSV infection can be restricted by adjusting the water temperature to over 17℃ from the host optima. We confirmed that the effective VHSV immersion vaccine treatment was a tissue culture infection dose (TCID) of 105.5 TCID50/mL at 17℃. However, the safety of live VHSV immersion vaccines remains unclear. The objectives of this study were to 1) demonstrate the safety of the live VHSV immersion vaccine under co-habitant conditions and 2) estimate the pathogenicity of VHSV in live VHSV-vaccinated flounder at 10℃. No mortality was observed in olive flounder treated with the live VHSV immersion vaccine, and the vaccinated flounder challenged with VHSV did not transfer VHSV to naïve fish at 10℃ through cohabitation. VHSV titration was below the detection limit (< 1.3 log TCID50/mL) in live VHSV immersion vaccine-treated flounder challenged with VHSV at 10℃. This study demonstrated that flounder treated with the live VHSV immersion vaccine were resistant to VHSV infection, and the live vaccine was also safe for naïve fish even at a water temperature known to be VHS infectious.

소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향 (The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction.)

  • 김태영;전중양;권두순;박동철
    • 디지털산업정보학회논문지
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    • 제18권1호
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

디지털 콘텐츠 제작 기업 조직원의 조직공정성이 조직몰입을 통해 이직의도에 미치는 영향 (Effect of Employer's Justice in Digital Content Company on Their Turn-Over Intention, Through Organizational Commitment)

  • 장선연;황찬규
    • 디지털산업정보학회논문지
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    • 제15권3호
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    • pp.225-239
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    • 2019
  • Together with the emergence of Information and Communications Technology(ICT) and 4th Industrial Revolution, digital content is arising as a front-runner in the knowledge society. 21 century opened up an era of digital and cultural content, which is the industry to generating added values from future industries. This study aims to empirically examine the casual relation between three factors from Organizational Justice Theory Distributive, Procedural, Interactional Justices, and turnover intention through Organizational Immersion. A sample group for the analysis was employees at small/medium-sized digital content businesses with less than 60 workers. 200 questionnaires were distributed to the group for a week from July 22 to 28, 2019. 154 responses were collected and analyzed in this study, after eliminating 4 poor responses. The result of the study on Organizational Justice at digital content businesses showed that, first, Distributive Justice of the employees showed a positive influence on Organizational Immersion. Second, the employees' Procedural Justice showed a positive influence on Organizational Immersion. Third, the employee' Interactional Justice showed a positive influence on Organizational Immersion. Fourth, the employees' Organizational Immersion showed a positive influence on their turnover intention.

발목, 발에 냉적용이 기능 수행에 미치는 효과 (The effect of Functional Performance Following an Ice Immersion to the Ankle, Foot)

  • 주정열;이명희;최용원
    • 대한물리의학회지
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    • 제3권1호
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    • pp.1-9
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    • 2008
  • Purpose : The purpose of this study is to assess the effects of ice immersion to the ankle, foot on vertical jump, isokinetic exercise. Methods : Thirty volunteers from universal students who had not sustained an injury to the lower extremity within the past 6 months were randomly assigned to either an experimental or control group. Subjects in the experimental group performed vertical jump and isokinetic exercise before and after the application of a 15-minute ice immersion($50-55^{\circ}F$) to the ankle and foot. Subjects in the control group performed vertical jump and isokinetic exercise before and after the application of a 15-minute resting. Results : Shuttle run was not significantly decreased after than before the application of a 15-minute ice immersion($50-55^{\circ}F$) to the ankle and foot(p<0.05). Vertical jump was significantly decreased after than before the application of a 15-minute ice immersion($50-55^{\circ}F$) to the ankle and foot(p<0.05). Speed $60^{\circ}$ of peak torque was significantly decreased after than before the application of a 15-minute ice immersion($50-55^{\circ}F$) to the ankle and foot(p<0.05). Speed $120^{\circ}$ of peak torque was significantly decreased after than before the application of a 15-minute ice immersion($50-55^{\circ}F$) to the ankle and foot(p<0.05). Conclusion : we think because the ice immersion decrease active, physical therapist should carefully consider the consequence of cold therapy to increase active.

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