• Title/Summary/Keyword: immersion depth

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Experimental Study on Ventilation and Shaft Excitation Force of a Propeller in Partially Submerged Condition (부분 침수 조건에서 작동하는 프로펠러의 공기유입과 축계 기진력에 대한 실험적 연구)

  • Ha, Jeongsoo;Seo, Jeonghwa;Park, Gyukpo;Park, Jongyeol;Rhee, Shin Hyung;Yoo, Jaehoon;Park, Suyeong
    • Journal of the Society of Naval Architects of Korea
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    • v.58 no.1
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    • pp.40-48
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    • 2021
  • Through a series of bollard pull tests of a propeller in partially submerged condition, thrust, torque, and shaft excitation force of a conventional propeller model were measured using a six-component load cell. By variation of the Weber number and Reynolds number, a consistent towing tank model test condition was derived. The effects of propeller immersion depth on the ventilation behavior and change of force and moment acting onto the propeller shaft were investigated. The decrease in thrust owing to the inception of ventilation was confirmed, and a large degree of dispersion of the thrust and torque coefficients were also observed in the transition region where the blade tip was under the water surface. The shaft excitation force was derived from the force and moment onto the propeller shaft.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Motivation and Meaning of the Elderly Women's Line Dance Experience (여성 노인의 라인댄스 체험 동기와 의미 탐색)

  • Kim, Young-Mee;Oh, Jin-Sook
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.471-479
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    • 2021
  • The purpose of this study is to find out what meanings would be brought to the old females' lives, who took part in the line dance as programs for senior's health. 6 the old females were selected. Research materials were gathered from in-depth interviews and observations by researcher. As a result of content analysis, the following conclusions were drawn. First, elderly's motives for participation in line dance were found to be solicitation of the surroundings, recovery and maintenance of health, and participation in pursuit of happiness. Second, the elderly's line dance experience was changed the perception of dance. Third, line dance improved interest and confidence in the body and appearance. Fourth, the line dance experience provides a space for making new friends. Fifth, the line dance experience improved a sense of accomplishment and immersion through dance. Sixth, the support and praise of the family increased self-esteem and improved overall life satisfaction and happiness.

Screen Content Coding Analysis to Improve Coding Efficiency for Immersive Video (몰입형 비디오 압축을 위한 스크린 콘텐츠 코딩 성능 분석)

  • Lee, Soonbin;Jeong, Jong-Beom;Kim, Inae;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.911-921
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    • 2020
  • Recently, MPEG-I (Immersive) has been exploring compression performance through standardization projects for immersive video. The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR). MIV is a model that processes the Basic View and the residual information into an Additional View, which is a collection of patches. Atlases have the unique characteristics depending on the kind of the view they are included, requiring consideration of the compression efficiency. In this paper, the performance comparison analysis of screen content coding tools such as intra block copy (IBC) is conducted, based on the pattern of various views and patches repetition. It is demonstrated that the proposed method improves coding performance around -15.74% BD-rate reduction in the MIV.

A study on professional identity and development in family counselors - Focusing on grounded theory approach - (가족상담사의 전문직 정체성 및 발달 연구: 근거이론접근을 중심으로)

  • Noh, Miwha;Choi, Youn Shil
    • Journal of Family Relations
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    • v.22 no.4
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    • pp.3-29
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    • 2018
  • Objectives: This study is designed to explore and understand what professional identity and professional development are like in family counselors. Method: This study to achieve its purpose, collected data through in-depth interview with fifteen(15) family counselors through grounded theory approach. Results: Major research findings can be summarized as follows. 176 concepts were drawn through open coding, again classified into 47 categories and finally into 18 subcategories. Through selective coding, 'growing as an expert in family counseling through continuous exertions for growth' appeared as core category. Through this process, the types of professional development in family counselors were classified into job pursuing type, self achieving type, self understanding type, and volunteering type. Through process analysis, family counselors' professional development could be divided into three steps with the course of time: step of immersion, self-understanding and acceptance, and integration. Based on this, the hypothetical relations in four areas: personal area, family area, interpersonal area, and vocational area were summarized in statements. Conclusion: This study is significant in that it attempted to establish a theory to explain the professional identity, development and influence factors shown in family counselors. It also provides those who hope to grow as expert in family counseling with long-term visions and implications for family counselor training and supervision. In this study, the suggestions on the tasks to check and solve the factors for improving and supporting the foundations of family counselors' professional identities by highlighting the family counselors own identify that is different from other counselors are expected to be used as primary data for preparing laws and regulations related to family counseling in the future.

A Study on the Service Quality of Audiobook Using Revised IPA (수정된 IPA 기법을 적용한 오디오북 서비스품질에 관한 연구)

  • Lee, Tae Won;Sung, Haeng Nam;Kwon, Jin Taek
    • The Journal of Information Systems
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    • v.30 no.4
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    • pp.329-347
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    • 2021
  • Purpose The purpose of this study is to examine the review of previous studies based on audiobooks, 1) using the IPA method, we examine the quality of audiobooks that listeners perceive as important and the quality of preferred audiobooks, 2) improvement directions for activating audio content and audiobook platform, to seek ways to establish strategic plans for the audiobook market. Design/methodology/approach This study conducted and experiment using three factors(usability, information and interaction) used in web service quality(WebQual). Usability consists of the availability of time, such as the use of audiobooks for hobbies and the ease of search. Information consists of the trends of the times, topics of converation and the latest trends. Interaction consists of the proportion and depth of celebrities. After that, grid analysis was performed using the traditional IPA method and the revised IPA method. It was judged that identifying and analyzing the preference for service provision and new content was more valuable than the Performance used in the existing method. Findings According to the results of the empirical analysis, it was found that the conversation material corresponding to informativity did not affect the audiobook during the online quality analysis. It is believed that improvements can be found through content production related to entertainment, webtoons, and general common sense that can increase listeners' interest. In addition, it was found that the advertising effect of celebrities corresponding to interactivity did not affect the results of this study, which should increase the concentration and immersion of listeners by increasing the technology for audiobooks.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

Proposal of VR exhibition platform for artist-led art process (작가주도적 아트프로세스 VR전시플랫폼 제안)

  • Park, Young-ju;Kim, Tae-hyeong;Park, Sae-yan;Jo, Yun-seo;Choi, Na-yeon;Choi, Jong-in;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.263-265
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    • 2022
  • In online exhibitions, the artist's differentiated exhibition composition is important because the exhibition immersion decreases compared to offline exhibitions. Therefore, the purpose of this paper is to propose a new online exhibition platform by developing a PC APP service that exhibits the work production process led by the artist. To this end, literature surveys, visitor surveys, and in-depth interviews were conducted. Based on this, a prototype was implemented with Figma and Unity. As a result of the study, visitors answered that online exhibition planning needs to be improved, and the artist said that if the artist's autonomy is guaranteed in the composition of the exhibition hall, the understanding of the work can be improved. By applying this, a system was developed that allows artists to display their own production process data. The significance of this paper is to help visitors improve their understanding of the work and improve the delivery of the artist's work.

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Development of the Automated Ultrasonic Flaw Detection System for HWR Nuclear Fuel Cladding Tubes (중수로형 핵연료 피복관의 자동초음파탐상장치 개발)

  • Choi, M.S.;Yang, M.S.;Suh, K.S.
    • Nuclear Engineering and Technology
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    • v.20 no.3
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    • pp.170-178
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    • 1988
  • An automated ultrasonic flaw detection system was developed for thin-walled and short tubes such as Zircaloy-4 tubes used for cladding heavy-water reactor fuel. The system was based on the two channels immersion pulse-echo technique using 14 MHz shear wave and the specially developed helical scanning technique, in which the tube to be tested is only rotated and the small water tank with spherical focus ultrasonic transducers is translated along the tube length. The optimum angle of incidence of ultrasonic beam was 26 degrees, at which the inside and outside surface defects with the same size and direction could be detected with the same sensitivity. The maximum permissible defects in the Zircaloy-4 tubes, i.e., the longitudinal and circumferential v notches with the length of 0.76mm and 0.38mm, respectively and the depth of 0.04 mm on the inside and outside surface, could be easily detected by the system with the inspection speed of about 1 m/min and the very excellent reproducibility. The ratio of signal to noise was greater than 20 dB for the longitudinal defects and 12 dB for the circumferential defects.

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An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.70-87
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    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.