• Title/Summary/Keyword: immersion depth

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Development of 2D Platformer Game with an Emphasis on Achievement Systems (업적 시스템을 강조한 2D 플랫포머 게임 개발)

  • Jeong-Won Nam;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.207-213
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    • 2023
  • Achievement systems have proliferated so quickly in gaming that it's hard to find a game that doesn't have them. However, their introduction has come with a number of drawbacks, including a lack of sense of accomplishment and immersion, and a lack of difficulty setting. There is a genre of achievement games that have managed to turn the downsides of achievement systems into unique features of their games, but they are dwindling in number. In this situation, we developed 'Achievement Run', an achievement game that can meet the needs of achievement enthusiasts by fixing the shortcomings of existing games. This paper introduces the development process of a new achievement game called 'Achievement Run' and conducts in-depth interviews with gamers to find out what kind of experience it provides, and concludes that the game's achievement system provides a generally positive player experience. Therefore, this paper will provide useful guidance not only for achievement-oriented game enthusiasts, but also for game development in general.

Development of an Artificial Intelligence-based Marine Ecological Transformation Education Program to Improve the Ecological Sensitivity of Elementary School Students (초등학생의 생태적 감수성 향상을 위한 인공지능 기반 해양 생태전환교육 프로그램 개발)

  • Kim, Min-Sun;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.43 no.1
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    • pp.148-157
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    • 2024
  • The purpose of this study was to develop an artificial intelligence-based marine ecological education program to improve the ecological sensitivity of elementary school students. The program was taught 11 times within 4 weeks, and an ecological sensitivity test was conducted before and after the program. The statistical results of the tests showed that the developed program improved the ecological sensitivity of elementary school students. Through in-depth interviews, improvements were found in all the areas, such as empathy for the living things, interest in nature, enjoyment of nature, and wonder about nature. Through the marine ecological classes, which used artificial intelligence and virtual reality, the students were able to get closer to nature, and the student participation activities showed a positive effect on their ecological sensitivity. This indicates that experience-oriented education methods are more effective than simple explanatory classes to improve the students' ecological sensitivity, and artificial intelligence technology proved effective in increasing the students' immersion in the class.

Pregnant women's experiences of online prenatal education in Korea during COVID-19: a phenomenological study

  • Hyun Kyoung Kim;Geum Hee Jeong;Hye Young Min
    • Women's Health Nursing
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    • v.30 no.3
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    • pp.192-202
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    • 2024
  • Purpose: This study aimed to explore the significance and insights derived from the experiences of pregnant women in Korea who participated in online prenatal education during the COVID-19 pandemic. Methods: This study employed the hermeneutic phenomenology framework developed by Colaizzi. It involved 12 pregnant women who participated in online prenatal education provided by public health centers in Chuncheon, Korea. Data collection was achieved through in-depth interviews conducted in Korea from October 2021 to April 2022. Results: In total, 51 significant statements were extracted from the interview data and then categorized into 10 themes. Finally, three categories were formed by merging similar themes. The three basic categories of participants' experiences of online prenatal education were "feeling of safety and comfort in body and mind," "frustrated by a lack of interaction," and "digital education being a double-edged sword." Pregnant women expressed ambivalence regarding the benefits and drawbacks of the online educational experience. They desired more interactive and practical learning opportunities, even as they appreciated the comfort of learning remotely. Conclusion: This study revealed the phenomenon of online prenatal education as an advanced form of distance-based prenatal education instead of the traditional in-person classroom. To maximize the educational effectiveness of this new format, public health center policies must address the digital literacy gap and enhance accessibility by leveraging the immersive multimedia experiences that online education offers to pregnant women. We recommend that maternal healthcare providers adopt this innovative approach to prenatal education, utilizing distance education technology to improve participation and promote immersion.

Development of K-$Touch^{TM}$ API for kinesthetic/tactile haptic interaction (역/촉감 햅틱 상호작용을 위한 "K-$Touch^{TM}$" API 개발 - 햅틱(Haptic) 개발자 및 응용분야를 위한 소프트웨어 인터페이스 -)

  • Lee, Beom-Chan;Kim, Jong-Phil;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.1-8
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    • 2006
  • This paper presents a development of new haptic API (Application Programming Interface) that is called K-$Touch^{TM}$ haptic API. It is designed in order to allow users to interact with objects by kinesthetic and tactile modalities through haptic interfaces. The K-$Touch^{TM}$ API would serve two different types of users: high level programmers who need an easy to use haptic API for creating haptic applications and researchers in the haptic filed who need to experiment or develop with new devices and new algorithms while not wanting to re-write all the required code from scratch. Since the graphic hardware based kinesthetic rendering algorithm implemented in the K-$Touch^{TM}$ API is different from any other conventional kinesthetic algorithms, this API can provide users with haptic interaction for various data representations such as 2D, 2.5D depth(height field), 3D polygon, and volume data. In addition, this API supports kinesthetic and tactile interaction simultaneously in order to allow users with realistic haptic interaction. With a wide range of applicative characteristics, therefore, it is expected that the proposed K-$Touch^{TM}$ haptic API will assists to have deeper recognition of the environments, and enhance a sense of immersion in environments. Moreover, it will be useful development toolkit to investigate new devices and algorithms in the haptic research field.

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Shadow Removal in Front Projection System using a Depth Camera (깊이 카메라를 이용한 전방 프로젝션 환경에서 그림자 제거)

  • Kim, Jaedong;Seo, Hyunggoog;Cha, Seunghoon;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.1-10
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    • 2015
  • One way to create a visually immersive environment is to utilize a front projection system. Especially, when enough space is not available behind the screen, it becomes difficult to install a back projection system, making the front projection an appropriate choice. A drawback associated with the front projection is, however, the interference of shadow. The shadow can be cast on the screen when the user is located between the screen and the projector. This shadow can negatively affect the user experience and reduce the sense of immersion by removing important information. There have been various attempts to eliminating shadows cast on the screen by using multiple projectors that compensate for each other with missing information. There is trade-off between calculataion time and desired accuracy in this mutual compensation. Accurate estimation of the shadow usually requires heavy computation while simple approaches suffer from inclusion of non-shadow regions in the result. We propose a novel approach to removing shadows created in the front projection system using the skeleton data obtained from a depth camera. The skeleton data helps accurately extract the shape of the shadow that the user cast without requiring much computation. Our method also utilizes a distance field to remove the afterimage of shadow that may occur when the user moves. We verify the effectiveness of our system by performing various experiments in an interactive environment created by a front projection system.

Microleakage Assessment of Resin Infiltration Combined Restoration in Artificial Decalcified-Cavitated Lesion (인공 우식 수복시 레진 침투법 전처리의 미세누출에 대한 효과)

  • Jang, Eunjeong;Park, Soyoung;Shin, Jonghyun;Kim, Shin;Jeong, Taesung
    • Journal of the korean academy of Pediatric Dentistry
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    • v.47 no.3
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    • pp.257-265
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    • 2020
  • This study was performed to evaluate the restoration combined with resin infiltration (RI) of early cavitated smooth surface caries lesion in terms of microleakage. Flowable resin and resin-modified glass ionomer cement (RMGIC) were compared. Sound 20 extracted 3rd molars were divided into 2 groups randomly. Artificial decalcified lesion was induced. Cavities were prepared on the mesial and distal surfaces, and randomly set as experimental and control group. RI was applied to the experimental group before cavity restoration. The control group was restored without RI. In group I and II, flowable resin and RMGIC was used for restoration respectively. After thermocycling and silver nitrate immersion, microleakage was assessed by μ-CT. Depth of microleakage was lower in experimental group than control group only in group II (p = 0.05). Microleakage depth was lower in group II than group I in both experimental and control groups (p = 0.05). RI pretreatment before restoration of early cavitated caries lesions might reduce the microleakage and help long-term maintenance of restoration. In this study, RMGIC was less polymerization shrinkage. Restoration with RMGIC after RI pretreatment reduced the microleakage of the restoration compared to the flowable resin.

Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Influence of Temperature on Chloride Ion Diffusion of Concrete (콘크리트의 염화물이온 확산성상에 미치는 온도의 영향)

  • So, Hyoung-Seok;Choi, Seung-Hoon;Seo, Chung-Seok;Seo, Ki-Seog;So, Seung-Young
    • Journal of the Korea Concrete Institute
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    • v.26 no.1
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    • pp.71-78
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    • 2014
  • The long term integrity of concrete cask is very important for spent nuclear fuel dry storage system. However, there are serious concerns about early deterioration of concrete cask from creaking and corrosion of reinforcing steel by chloride ion because the cask is usually located in seaside, expecially by combined deterioration such as chloride ion and heat, carbonation. This study is to investigate the relation between temperature and chloride ion diffusion of concrete. Immersion tests using 3.5% NaCl solution that were controlled in four level of temperature, i.e. 20, 40, 65, and $90^{\circ}C$, were conducted for four months. The chloride ion diffusion coefficient of concrete was predicted based on the results of profiles of Cl- ion concentration with the depth direction of concrete specimens using the method of potentiometric titration by $AgNO_3$. Test results indicate that the diffusion coefficient of chloride ion increases remarkably with increasing temperature, and there was a linear relation between the natural logarithm values of the diffusion coefficients and the reciprocal of the temperature from the Arrhenius plots. Activation energy of concrete in this study was about 46.6 (W/C = 40%), 41.7 (W/C = 50%), 30.7 (W/C = 60%) kJ/mol under a temperature of up to $90^{\circ}C$, and concrete with lower water-cement ratio has a tendency towards having higher temperature dependency.

A Study on Char Characteristics of Fire Retardant Treated Douglas Fir (난연처리된 Douglas Fir의 탄화특성에 관한 연구)

  • Park Hyung-Ju;Oh Kyu-Hyung;Kim Eung-Sik;Kim Hong
    • Fire Science and Engineering
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    • v.19 no.2 s.58
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    • pp.105-110
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    • 2005
  • We tested the char characteristics of fire retardant treated Douglas fir at each of five constant external irradiance levels $(10,\;15,\;20,\;25\;및\;35kW/m^2)$. A Cone heater was used to expose the wood specimens to the heat flux. The size of specimens is 100- by 100- by 50-mm and the kinds of specimens are non-treated wood(N) and treated wood(F2 and f4) by water soluble fire retardants. The water-soluble fire retardants were made from mixture of aqueous solutions of monoammonium phosphate, sodium borate and zinc borate, and those are used for immersion of Douglas fir. In result of test, char fraction of fire retardant treated Douglas fir showed a considerably low char fraction than it of non-treated wood irrespective of increase of external heat flux. And char fractions has low levels with increase of fire retardant content. Burning rate of non-treated wood(N) was showed a relatively high burning rate than it of fire retardant treated wood(F2 and F4). And difference of burning rate shown more rapidly in high external irradiance than low external irradiance. When the external heat flux is $35kW/m^2$, average char rate of non-treated wood is rapidly about twice than fire retardant treated wood. Water-soluble fire retardants mixed in this study find out it has fire suppression and adiabatic effect by char layer from results of char fraction, burning rate, and char depth and rate.