• Title/Summary/Keyword: degree of immersion

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Relationship with Visualization and Immersion in Virtual Reality Games (가상현실 게임에서의 시각화와 몰입도의 상관관계)

  • Choi, Min Soo;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.121-128
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    • 2018
  • Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion.

Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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UV-Induced Graft Polymerization of Polypropylene-g-glycidyl methacrylate Membrane in the Vapor Phase

  • Hwang, Taek-Sung;Park, Jin-Won
    • Macromolecular Research
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    • v.11 no.6
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    • pp.495-500
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    • 2003
  • UV-induced graft polymerization of glycidyl methacrylate (GMA) to a polypropylene (PP) membrane was carried out in the vapor phase with benzophenone (BP) as a photoinitiator. Attenuated total reflection Fourier transform infrared spectroscopy, atomic force microscopy (AFM), and scanning electron microscopy (SEM) were utilized to characterize the copolymer. The degree of grafting increased with increasing reaction time, increased UV irradiation source intensity, and increased immersion concentration of the BP solution. The optimum synthetic condition for the PP-g-GMA membrane was obtained with a reaction time of 2 hrs, a UV irradiation source intensity of 450 W, and an immersion concentration of the BP solution of 0.5 mol/L. The pure water flux decreased upon increasing the degree of grafting and increasing the amount of diethylamino functional group introduced. The analysis of AFM and SEM images shows that the graft chains and diethylamino groups of PP-g-GMA grew on the PP membrane surface, resulting in a change in surface morphology.

The Immersing Improvement of TDR for the Greatest Results in Business (비즈니스 성과극대화를 위한 TDR 몰입도 향상)

  • Lee Myung Ho;Kim Tai Kyoo
    • Journal of Korean Society for Quality Management
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    • v.32 no.4
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    • pp.196-207
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    • 2004
  • TDR(Tear Down & Redesign)means that renounce the past resolutely, from a white paper condition, let's change directions. That is, let's redesign from the basic of the establishment of the construction process. Through the switchover the conception, innovate totally the whole existing processes. TDR is the best core innovation activity. The ultimate aim of the TDR activity induces the employees to do more productive business and obtain excellent results in the future by solving the problems, which are the nonproductive business in the business process on the objective view, the business that customers don't recognize the value, the same old practice of business, and the unsettled business from the restriction of resources. By organizing the related to workers of those business, they can solve the problems for 3-4months by full time working This paper inquires what are the obstruction factors on the process of executing TDR activity. Through the search of the reformation plan for the improvement of immersion degree, it presents some methods to be successful business.

Immersive Learning Technologies in English Language Teaching: A Meta-Analysis

  • Altun, Hamide Kubra;Lee, Jeongmin
    • International Journal of Contents
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    • v.16 no.3
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    • pp.18-32
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    • 2020
  • The aim of this study was to perform a meta-analysis of the learning outcomes of immersive learning technologies in English language teaching (ELT). This study examined 12 articles, yielding a total of 20 effect sizes. The Comprehensive Meta-Analysis (CMA) program was employed for data analysis. The findings revealed that the overall effect size was 0.84, implying a large effect size. Additionally, the mean effect sizes of the dependent variables revealed a large effect size for both the cognitive and affective domains. Furthermore, the study analyzed the impact of moderator variables such as sample scale, technology type, tool type, work type, program type, duration (sessions), the degree of immersion, instructional technique, and augmented reality (AR) type. Among the moderators, the degree of immersion was found to be statistically significant. In conclusion, the study results suggested that immersive learning technologies had a positive impact on learning in ELT.

Study on the Immersion by the American Audience's Biotic Response to Narrative of and (<블라인드 사이드>와 <행오버>의 서사에 대한 미국 관객의 생체반응에 의한 몰입도 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.652-660
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    • 2018
  • The common point between and is that the immersion was high at the point where all the place movements occurred in the narrative before the full-blown incident occurred. The immersion level showed the maximum at the turning point that passed to the place. Seven key events occur, and the audience's immersion is peaking at the time of each incident. The core event and the immersion are highly correlated. It is at a point where the background, such as movement from the third act, where the most central event is solved, or return to the original place, is changing. The immersion degree of the audience is closely related to the narrative from the first film to the third film of the narrative.

Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

Electrical Characteristics Test of Distribution Polymer Lightening Arresters (배전용 폴리머 피뢰기의 전기적 특성시험)

  • Kwon, Tae-Ho;Lee, Byung-Sung;Song, Il-Keun;Kim, Dong-Myung;Yoon, Tae-Sang;Jung, Sang-Bong
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2004.05a
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    • pp.546-549
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    • 2004
  • This paper describes the electrical characteristics of the polymer lightning arresters(L.As) used to protect distribution lines and power facilities from surge. For the relative comparison, the characteristics assessment was done for 2 states of L.As before and after water immersion treatment. The L.As for the comparative test were immersed with water of $95[^{\circ}C]$ considered a severe condition. After the immersion treatment, the assessment was carried out for material analyses in chemical structure(FTIR : fourier transform infrared spectrophotometer). Electrical performance measured insulation resistance measurement, leakage current measurement, critical operation voltage measurement etc.. In addition to, the results were compared with those for the L.As deteriorated in the field. Thus, the accelerative deterioration degree of polymer materials by immersion treatment was evaluated, by which the structural defects of the polymer L.As could be inferred.

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The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

AN EXPERIMENTAL STUDY ON THE MARGINAL LEAKAGE OF SEVERAL CANAL FILLING MATERIALS (수종근관충전재의 변연누출에 관한 실험적 연구)

  • Yoon, Soo-Han
    • Restorative Dentistry and Endodontics
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    • v.8 no.1
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    • pp.155-159
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    • 1982
  • The author has studied comparatively the sealing quality of conventional Z.O.E. cement, chloropercha and FR cement by means of penetration of 2% methylene blue solution through the apex of human teeth in 112 cases as the time elapsed. The results were as follows; 1. All the specimen, of which dye immersion time is three days, showed dye penetration of low degree unrelated to the kinds of root canal cement and the degree of dye penetration was increased as the time elapsed. 2. Of all the experimental group, the Z.O.E. cement group showed the lowest degree of dye penetration and the FR filling group showed the highest degree of dye penetration. 3. The degree of dye penetration of FR cement group was higher than that of the Z.O.E. cement group but lower than that of the chloropercha group.

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