• Title/Summary/Keyword: Study immersion

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The Influence of Human Relationships on Care Sensitivity Mediated by Work Immersion at Child Care Centers (어린이집에서의 인간관계가 직무몰입을 매개로 보육민감성에 미치는 영향)

  • Kim, Sun Hee;Lee, Wan Jeong
    • Korean Journal of Childcare and Education
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    • v.16 no.6
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    • pp.233-252
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    • 2020
  • Objective: The purpose of this study is to verify the effect of childcare teachers' positive human relationships in childcare centers on care sensitivity to children through their work immersion. Methods: The subjects of this study were child care teachers who were conveniently sampled from Incheon City. A total of 380 surveys were distributed, and a total of 334 surveys were analyzed, Poor or incomplete questionnaires collected were excluded. The. Sobel Test and Baron & Kenny's multi-regression were used for the analysis with the SPSS 23.0 program. Results: Child care teachers' positive relationships with directors, with their fellow teachers, and with parents had an influence on teachers' care sensitivity to children. Teacher's positive relationships with their fellow teachers and with parents had an influence on teachers' work immersion, which mediated the relationships between teacher's human relationship and their care sensitivity to children. Conclusion/Implications: The positive relationships of child care teachers directly and indirectly affect their sensitivity to children through teachers' work immersion.

The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention (메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향)

  • Seunghee Shin;Hyojung Kim;Jungmin Yoo;Minjung Park
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

A Study on Germination Characteristics through Seed Variable Immersion for Restoration of North Korea Forest (북한산림복구용 종자 변온침지 처리를 통한 발아특성 연구)

  • Choi, Jong-O;Park, Yong-Jin
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.25 no.1
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    • pp.1-10
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    • 2022
  • This study was conducted to investigate the germination characteristics through the temperature change treatment compared to the general room temperature immersion treatment of the native species, the Larix kaempferi, and the Berula platyphyllavar. japonica seeds, and to obtain basic data for the production of healthy seedlings with high productivity and efficiency. As a result, the germination rate of the larch seeds showed a significant difference according to room temperature and temperature immersion treatment, and the average germination days of the birch seeds showed a significant difference according to room temperature immersion and temperature immersion treatment. On the other hand, there was no significant difference in germinal uniformity. The results of the study are as follows. First, the results of the analysis of the fallen leaves were the highest germination rate in the treatment of 1.5 days of hot water and 1.5 days of cold water, the fastest germination rate, the lowest average germination day, and the highest germination uniformity. This is the best result in most items, and the change temperature immersion treatment of hot and cold baths was superior to the conventional room temperature immersion treatment. Second, the results of birch tree showed that the germination rate was the highest in 1.5 days of hot water and 1.5 days of cold water. The average germination day is 1.5 days of cold water 1.5 days of hot water 1.5 days, but the difference between 1.5 days of hot water and 1.5 days of cold water is 0.01 days. The highest germinated uniformity was found in 1.5 days of cold water and 1.5 days of hot water. As a result, in the case of larch and birch, the seed temperature immersion (1.5 days of hot water, 1.5 days of cold water) treatment is superior to the existing three-day immersion treatment in various analysis methods, and it is expected that productivity and efficiency can be improved at a low cost in a short period of time at the seedling production site through seeds.

Cardiac Response to Head-Out Water Immersion in Man

  • Choi, Jang-Kyu;Park, Won-Kun
    • The Korean Journal of Physiology and Pharmacology
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    • v.4 no.3
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    • pp.253-261
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    • 2000
  • Head-out water immersion induces marked increase in the cardiac stroke volume. The present study was undertaken to characterize the stroke volume change by analyzing the aortic blood flow and left ventricular systolic time intervals. Ten men rested on a siting position in the air and in the water at $34.5^{circ}C$ for 30 min each. Their stroke volume, heart rate, ventricular systolic time intervals, and aortic blood flow indices were assessed by impedance cardiography. During immersion, the stroke volume increased 56%, with a slight (4%) decrease in heart rate, thus cardiac output increased ${\sim}50%.$ The slight increase in R-R interval was due to an equivalent increase in the systolic and diastolic time intervals. The ventricular ejection time was 20% increased, and this was mainly due to a decrease in pre-ejection period (28%). The mean arterial pressure increased 5 mmHg, indicating that the cardiac afterload was slightly elevated by immersion. The left ventricular end-diastolic volume index increased 24%, indicating that the cardiac preload was markedly elevated during immersion. The mean velocity and the indices of peak velocity and peak acceleration of aortic blood flow were all increased by ${\sim}30%,$ indicating that the left ventricular contractile force was enhanced by immersion. These results suggest that the increase in stroke volume during immersion is characterized by an increase in ventricular ejection time and aortic blood flow velocity, which may be primarily attributed to the increased cardiac preload and the muscle length-dependent increase in myocardial contractile force.

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Exploring the Links between Psychological Traits and Game Immersion in a Children and Adolescent Sample (어린이, 청소년 게임 이용자의 심리적 특성이 게임 과몰입에 미치는 영향에 대한 연구)

  • Park, Jowon;Chung, Heonil
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.665-676
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    • 2013
  • The present study analyzed the KOCCA's Game Immersion data to explore the relationship between psychological traits and game immersion. Psychological traits were classified into four categories; emotional stability, self-esteem, willpower, and happiness. These were put into the multiple regression analysis as the dependent variables with age, sex (dummy), economic status of the homes, variety of leisure activities, friend and family relationship, and time to play games. Four types of immersion (psychological unstability, bad relationship, interrupted daily lives, and failure to control game time and desire) were put into the multiple regression analysis as the independent variables. The multiple regression analysis indicated that the dependent variables predicted the game immersion. Among the psychological traits emotional stability was the strongest factor (negative) that influences the game immersion. Next powerful indicator (negative) among the psychological traits was self-esteem. Based on the findings, measures to alleviate the problems of game immersion and ideas for further research were suggested.

How Customers Perceive Virtual Mirror Technology in the 4th Industrial Revolution Environment

  • JO, Junghee;CHO, Yoon C.
    • The Journal of Economics, Marketing and Management
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    • v.10 no.4
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    • pp.1-12
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    • 2022
  • Purpose: The purpose of this study is to explore how customers perceive virtual mirror technology in the 4th industrial revolution environment. In particular, this study investigated how virtual mirror technology affects customer satisfaction and intention to use that are rarely examined in previous studies. Research questions include how proposed variables including sensory stimulation, enjoyment, product quality, telepresence, interactivity, and immersion affect satisfaction and intention to use and how satisfaction affects intention to use. Research design, data and methodology: This study conducted an online survey and applied factor and regression analyses to test hypotheses. Results: The results of this study found that effects of sensory stimulation, telepresence, and immersion on satisfaction were significant, while effects of enjoyment, product quality, and immersion on intention to use were significant. Therefore, variables affecting satisfaction and intention to use were different, while effects of immersion were significant both on satisfaction and intention to use. Conclusions: This study concluded that the role of virtual mirror technology helps customers determine product quality and increase satisfaction level, while it also helps customers enjoy shopping and increase intent to use the service. The results of this study provide how to foster better relationship with customers by applying advanced technologies.

The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Research on the immersion in learning, class satisfaction, and academic achievement of dental technology students in online learning (온라인 수업에서 치기공과 학생의 학습몰입, 수업만족도, 학업성취도 관계연구)

  • Choi, Ju Young;Kim, Im-Sun
    • Journal of Technologic Dentistry
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    • v.43 no.4
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    • pp.186-193
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    • 2021
  • Purpose: The purpose of the study was to determine the general characteristics of students in dental technology departments; the correlations among their immersion in learning, class satisfaction, and academic achievement; factors influencing online learning experience; ways to improve students' class satisfaction; and basic data for designing effective online courses. Methods: A total of 300 questionnaires were produced and distributed to dental technology students from September 29 through October 8, 2020. The outcome was analyzed using IBM SPSS Statistics ver. 25.0. A significance level of α=0.05 was used for reliable verification. Results: Immersion in learning, class satisfaction, and academic achievement were relatively high among students who studied on a regular basis, and class satisfaction and academic achievement were relatively high among students who studied with almost no interruption. Concerning the correlations between academic achievement, immersion in learning, and class satisfaction in online learning, the correlation between academic achievement and class satisfaction was the highest at r=0.862. Class satisfaction was the largest factor that influenced academic achievement, and the higher students' immersion in learning and class satisfaction were, the higher their academic achievement was. Conclusion: The research is a case study that investigated the general characteristics of dental technology department students and the correlations among their immersion in learning, class satisfaction, and academic achievement. The study outcome could be used in determining factors that influence online learning and designing effective online courses that improve learner satisfaction.

The Effect of Gamification-based Classes on Learning Motivation and Learning Immersion of Junior College Students (게이미피케이션을 기반으로 한 수업이 전문대학생의 학습동기 및 학습몰입에 미치는 영향)

  • Kyoung Mee Kim;Chae Young Cho
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.437-442
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    • 2023
  • The purpose of this study is to verify the effect of gamification-based classes on the learning motivation and learning immersion of junior college students and to explore the meaning. This study was conducted on 80 students from two departments as part of the teaching and learning community activities supported by the D University Teaching and Learning Development Center in Busan. The research problem of this study is, first, does gamification-based classes affect the strengthening of learning motivation of junior college students? Second, does gamification-based classes affect the learning immersion of junior college students?. As a result of conducting a survey before and after the application of gamification-based classes and examining the effectiveness, gamification-based classes showed statistically significant changes in all categories of learners' learning motivation, learning immersion. Through this, it can be seen that gamification-based classes are valuable as teaching and learning methods suitable for improving the learning motivation and learning immersion of junior college students.

Adaptive Immersion and Invariance Control of the Van der Pol Equation

  • Khovidhungij, Watcharapong;Santhanapipatkul, Ponesit
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.706-709
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    • 2005
  • We study the adaptive stabilization of the Van der Pol equation. A parameter update law is designed by the immersion and invariance method, and is used in conjunction with both the feedback linearization and backstepping control laws. Simulation results show that the responses obtained in the adaptive case are very similar to the known parameter case, and the parameter estimator converges to the true value.

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