• Title/Summary/Keyword: immersion theory

Search Result 88, Processing Time 0.023 seconds

A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.05a
    • /
    • pp.320-322
    • /
    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

  • PDF

Analysis on Phase and Amplitude Apodization in SIL Based Near-Field Recording Optics (SIL 응용 광 기록계에서 발생하는 위상 및 진폭 Apodization 해석)

  • Kim Wan-Chin;Choe Hyeon;Song TaeSun;Park No-Cheol;Park Young-Pil
    • 정보저장시스템학회:학술대회논문집
    • /
    • 2005.10a
    • /
    • pp.14-15
    • /
    • 2005
  • In near-field recording (NFR) optics using solid immersion lens (SIL), near-field air gap induces unwanted spherical aberration, defocus and astigmatism. This phenomenon can be explained with the apodization of phase and amplitude between each linearly polarized light. In this paper, we analyzed the effect of phase and amplitude apodization with the fundamental multiple beam interference theory, and we compared resultant diffracted patterns on the image plane for the Si-disk first surface media structure and cover-layer incident media structure.

  • PDF

A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
    • /
    • s.17
    • /
    • pp.37-51
    • /
    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

  • PDF

Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
    • /
    • v.12 no.5
    • /
    • pp.23-34
    • /
    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

Optical characteristics of discs for near-filed recording (근접장 기록을 위한 디스크의 광학적 특성)

  • Min, Cheol-Ki;Park, No-Cheol;Park, Kyoung-Su;Park, Young-Pil
    • Transactions of the Society of Information Storage Systems
    • /
    • v.5 no.2
    • /
    • pp.64-69
    • /
    • 2009
  • In this paper, we investigate field distribution and interference pattern in the exit pupil and in the focal region. Also, we compare with metal and dielectric substrate for near-field recording. To obtain field distribution, we use modified vector diffraction theory and Zernike Polynomials. Finally, we design and optimize refractive index and thickness of disk for near-field surface recording and cover-layer incident recording.

  • PDF

NCS academic achievement and learning transfer ARCS motivation theory in ICT in the field of environmental education through interactive and immersive learning (NCS환경에서 ICT분야 교육에 ARCS 동기이론이 상호작용성과 학습몰입을 통해 학업성취도와 학습전이에 미치는 영향)

  • Park, Dongcheul;Kwon, Dosoon;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.3
    • /
    • pp.179-200
    • /
    • 2015
  • Recent national policies National Competency Standards(NCS) to develop teaching-oriented education in the field of industry and learning is taking place. Plan to take advantage of the Internet and multimedia classes, information and communication technology (ICT) for ways to leverage the integration appearing in various forms. The purpose of this study is causal influence on the ARCS motivation theory can determine the basic psychology of human motivation factors and the desires of a typical human nature theory dealing with the psychological needs of interactivity and immersion is learning achievement and learning transfer and to validate the demonstration. By applying information and communication technology sector in the development of learning in information and communication equipment training program modules from a field study conducted at the NCS with a clear empirical and empirical research through the synchronization to the learner and to explore the possibility of generalization.

A Study on Characteristics of Hypermediacy Revealed in Installation Space (인스톨레이션 공간에서 나타나는 하이퍼매개적 특성)

  • Lee, Sang-Jun;Lee, Chan
    • Korean Institute of Interior Design Journal
    • /
    • v.23 no.5
    • /
    • pp.41-50
    • /
    • 2014
  • In relation to spatial expression, the remediation theory of Jay David Bolter & Richard Grusin shows a sufficient possibility of providing extended idea and experience through the space of critical representation. The remediation theory discussed in the scope of new media says about the existence method and the development process of media through immersion into media and awakening, and one attribute of remediation which aims at the extension of another realistic experience and recognition through various media, contains common denominators which display diversity and complexity of installation space, and use the audience as expression elements. Therefore, this study aims to apply the remediation theory in order to interpret space using more diverse and multisensory expression methods. For achieving this purpose, this study found the connection among characteristics of hypermediacy which is an axis of installation and remediation theory, and analyzed diverse cases regarding installation space and characteristics of hypermediacy, depending on external aspects of form and expression and internal aspects of experience and cognition. The method of hypermediation expression in installation space converts the recognition about the basic custom of new experience, space and representation. This means that the logic of remediation could approach space by leading to more extended form and recognition. In conclusion, the characteristics of space and the possibility of extended expression revealed in the relationship between installation space and hypermediacy logic would provide another developmental significance for research on space design.

강제된 정보시스템 사용환경에서 결과기대가 사용활동에 미치는 영향에 관한 연구;사회인지이론의 관점

  • O, Song-U;Gwak, Gi-Yeong
    • 한국경영정보학회:학술대회논문집
    • /
    • 2007.11a
    • /
    • pp.123-128
    • /
    • 2007
  • It has been argued that Enterprise systems (ES) implementations are overshadowed by a high failure rate despite their promised benefits. One of the commonly cited reasons for ES implementation failures in the context of mandatory use is end-user's unwillingness or sabotage to adopt or use systems. Considering that the appropriate management of expectations may play an important role in making positive behavior toward newly implemented systems, this study examines the effect of outcome expectations on the system use activity in the mandatory use context of information systems from the Social Cognitive Theory perspective. Structural equation model analysis using LISREL 8.7 provides significant support for the proposed relationships. The empirical results suggest that outcome expectations and user satisfaction have positive effects on system use activity conceptualized by immersion, reinvention, and learning. Theoretical and practical implications of the study shed some light on how to improve system use activity in the mandatory use context of information systems.

  • PDF

Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
    • /
    • v.21 no.2
    • /
    • pp.145-151
    • /
    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.9
    • /
    • pp.271-284
    • /
    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.