• Title/Summary/Keyword: degree of immersion

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A Comparative Study of Immersiveness in and through an Empirical Approach (<모네, 빛을 그리다展>과 <반 고흐 인사이드: 빛과 음악의 축제>의 실증적인 접근을 통한 몰입적 특성에 대한 비교 연구)

  • Rhee, Boa;Seo, Jane;Ha, Seung Wan
    • Journal of Korea Multimedia Society
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    • v.20 no.4
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    • pp.686-695
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    • 2017
  • The purpose of the study is to analyze the impact of storytelling factor, technical factor and exhibition environment factor on the degree of satisfaction, degree of immersion and immersion types in and . Our findings show that the degree of satisfaction not only has a significant correlation with the degree of immersion, but also influences on the holding power and behavioral intention. According to the results of correlation analyses, three factors have an impact on the degree of satisfaction and immersion. Immersion factors influence negatively on Focused Attention and Heightened Enjoyment, however, the factors effect positively on Temporal Dissociation and Curiosity. As the influence of immersiveness on the degree of satisfaction and immersion, and immersion types have been verified, this study offers a fresh understanding of the importance of immersion factors as evaluation criteria for digital exhibitions.

Quality of Experience Experiment Method and Statistical Analysis for 360-degree Video with Sensory Effect

  • Jin, Hoe-Yong;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1063-1072
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    • 2020
  • This paper proposes an experimental method for measuring the quality of experience to measure the influence of the participants' immersion, satisfaction, and presence according to the application of sensory effects to 360-degree video. Participants of the experiment watch 360-degree videos using HMD and receive sensory effects using scent diffusing devices and wind devices. Subsequently, a questionnaire was conducted on the degree of immersion, satisfaction, and present feelings for the video you watched. By analyzing the correlation of the survey results, we found that the provision of sensory effects satisfies the 360-degree video viewing, and the experimental method was appropriate. In addition, using the P.910 method, a result was derived that was not suitable for measuring the quality of the immersion and presence of 360-degree video according to the provision of sensory effects.

Experiment Method for Measuring Quality of Experience for 360-degree Video with Sensorial Effects (360도 동영상 감각효과에 대한 사용자경험품질 측정 실험 방법)

  • Jeong, Min Hyuk;Kim, Sang Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.113-116
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    • 2020
  • This paper proposes a Quality of Experience (QoE) evaluation experiment to measure the effects of 360-degree video and sensory effects on the subject's degree of immersion, satisfaction, and sense of presence. The test subject responds to a questionnaire about the degree of immersion, satisfaction, and sense of presence after experiencing a 360-degree video accompanied by sensory effects while wearing a head-mounted display (HMD) with a scent diffusion device. As a result of the response analysis, it was confirmed that the proposed experimental method is suitable for measuring the subject's degree of immersion, satisfaction, and sense of presence about 360-degree video and sensory effects. On the other hand, inserting a gray screen for comparison experiments while watching a 360-degree video was found to cause a significant decrease in immersion and realism.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Influence of Smartphone Addiction on Learning Immersion, Sociality and Morality

  • Hong, Sunyeub;Park, Gangwoo;Kim, Teasun
    • International Journal of Advanced Culture Technology
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    • v.6 no.2
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    • pp.23-29
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    • 2018
  • The purpose of the present study was to investigate the influence of smartphone addiction on learning immersion, sociality and morality of college students and the present study is a descriptive survey research to investigate the influence of smartphone addiction on learning immersion, sociality and morality of college students. The subjects were 145 freshman, sophomore and junior students in the Department of Health at a college located in the Gyeongbuk region, and the data were collected from November 15 to 18, 2017. upon analyzing the correlations between the variables, a negative correlation was found between learning immersion and sociality and between learning immersion and morality, indicating that the learning immersion decreased as the sociality or morality increased. A positive correlation was found between sociality and morality, indicating that those who have a higher degree of sociality have a higher level of morality.

Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games (스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로)

  • Song, Seungyeol;Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.844-851
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    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

Computer Game Immersion and Children's Psychosocial/Behavioral Characteristics (아동의 컴퓨터게임 몰두성향과 심리사회 및 행동적 특성에 관한 연구)

  • Song, Suk-Ja;Sim, Hee-og
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.27-41
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    • 2003
  • Data for this study on computer game immersion were collected from 538 1st through 6th grade students with the use of questionnaires. Instruments included the computer immersion scale, and the self-concept, social avoidance and anxiety, aggression, and impulsiveness scales. Results showed that boys were more involved in computer games than girls, and 6th graders were more immersed than 1st through 5th graders. Self-concept, social anxiety, aggression, and impulsivity differed by degree of computer game immersion. Aggression was the most powerful explanation of computer game immersion. Children higher in impulsivity and social anxiety were more involved in computer games. Children higher in self-concept were less involved in computer games.

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Proposal on Immersion Assessment of Interactive Art (인터랙티브 아트에서의 몰입측정 방법 제안)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.353-358
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    • 2014
  • Interactive art is implemented by participants interaction, characterized by the virtuality, immersion, interactivity. Among these features, immersion is important factor to absorb in the interactive art. From now, Interactive art measurement methods are mainly used in interview, questionnaire, and physiological methods. But these methods are difficult to measure the exact immersion, can give interfere with viewer's participation in the interactive art. In this paper, we propose the immersion measurement method which based on participant's moving lines, observation time with mobile devices, camera. This paper can help to analyse degree of immersion on interactive art.

EXPERIMENTAL STUDY on SEALING QUALITY OF KERR SEALER AS ROOT CANAL SEALERS (Kerr sealer를 근관충전재(根管充塡材)로 사용시(使用時) 근관폐쇄성(根管閉鏁性)에 관(關)한 실험적(實驗的) 연구(硏究))

  • Yoon, Soo-Han
    • Restorative Dentistry and Endodontics
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    • v.6 no.1
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    • pp.77-81
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    • 1980
  • The author has studied comparatively the sealing quality of conventional Z.O.E. cement, Kerr sealer and Nogenol sealer by means of penetration of 2% methylene blue solution through the root apex of human teeth in 72 cases as time elapsed. The results were as follows; 1. All the specimens, whose dye immersion time is two days, showed dye penetration of low degree unrelated to the kinds of root canal sealer. 2. Kerr sealer group, like conventional Z.O.E. group, showed dye penetration of high degree related to increased time of immersion in the dye. 3. In Nogenol group, there was slight increase in penetration related to increased time of immersion in the dye. 4. Kerr sealer group showed comparatively lower grade of dye penetration than conventional Z.O.E. and higher than Nogenel sealer.

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Effects of Salt Addition in Sugar Based Osmotic Dehydration on Mass Transfer and Browning Reaction of Carrots

  • Chang, Moon-Jeong;Han, Myung-Ryun;Kim, Myung-Hwan
    • Preventive Nutrition and Food Science
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    • v.8 no.3
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    • pp.230-234
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    • 2003
  • Mass transfer characteristics during osmotic dehydration of carrots were studied as functions of immersion temperature and time, and sugar and salt concentrations. The effect of osmotic dehydration on the degree of browning of air-dried carrots was also evaluated. Increasing the immersion temperature and time, sugar concentration, and salt addition increased water loss, sugar gain, molality and rate of dehydration. The water loss and increases in solids, and molality were rapid in the beginning of the process and then increased slowly during remainder of the process. Increasing 1 or 2% salt concentration in the 40$^{\circ}$Brix sugar solution at 6$0^{\circ}C$ increased water loss and solid gain. Salt addition was not able to significantly affected on water loss and solid gain compare to temperature (40~8$0^{\circ}C$) and sugar concentration (20~60$^{\circ}$Brix) changes due to the low salt concentration. A minimum degree of browning of the air-dried carrots (O.D. = 0.048) could be achieved using binary solutions (40$^{\circ}$Brix sugar solution with 2% salt addition) with 24 min of immersion time compared to control (O.D. = 1.308) or blanching with 24 min of immersion time (O.D. = 0.174).