• Title/Summary/Keyword: immersion theory

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Prevention of Running Blots between the Patterns during the Electroless Nickel Electroless Palladium Immersion Gold (ENEPIG) Surface Finish (무전해 니켈·팔라듐·금도금 표면처리 공정의 도금 번짐 불량 및 개선)

  • Eom, Ki Heon;Seo, Jung-Wook;Won, Yong Sun
    • Clean Technology
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    • v.19 no.2
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    • pp.84-89
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    • 2013
  • The running blots between patterns during electroless nickel electroless palladium immersion gold (ENEPIG) surface finish of printed circuit board (PCB) are investigated and a proper solution is presented. Computational chemistry is first employed to understand the process and experiments are then designed to verify the proposed ideas. A $PdCl_2$ activator which has relatively weak chemical bonding to the epoxy resin is introduced to prevent the formation of palladium seeds on the epoxy resin and a couple of operational measures such as increasing HCl concentration and lowering the temperature of Pd activation process are executed to prevent a further hydrolysis of $PdCl_2$ to more stable $Pd(OH)_2$ in aqueous solution. Computational chemistry provides thermodynamic backgrounds for experiments and their results. This combined approach is expected to be very useful in the research of relevant processes.

Path Model for Presence Factors Affecting Expectations and Concerns of Using Virtual Simulation in Special Education (가상 시뮬레이션의 특수교육 활용 기대감에 영향을 미치는 현존감 요인의 경로 분석)

  • Baek, Jongnam
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.475-482
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    • 2020
  • The purpose of this study is to analyze the paths of the presence that influences the use of the virtual simulation in the special education classrooms. The participants consisted of 76 students who majored in special education in J and K universities. Participants took a three lectures of 3-h. that addressed the theory and practice of virtual technology such as virtual reality(VR) and augmented reality(AR), and then completed the questionnaires on participants' presence level and expectation level of virtual simulation for special education. Study results were as followings: (1) Enjoyment and Communication have direct effects on positive expectation, while Immersion has a direct effect on negative concern; (2) Reality, Accessibility Performance, Communication, and Immersion have indirect effects mediated by Enjoyment on positive expectation; and (3) Communication and Reality have indirect effects mediated by Immersion on negative concern. Lastly, the implications and suggestions for future research were presented.

The Dialectic of Immersion and Fire in Traditional Puppetry : Focusing on Brecht's Theory of Effectiveness (전통인형극 <꼭두각시놀음>에 나타난 몰입과 소격의 변증법 -브레히트의 소격효과이론을 중심으로-)

  • Choi, Bae-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.197-212
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    • 2019
  • This study points out how the two conflicting elements of empathy and estrangement that constitute the dual structure of are incorporated by dialectic; finally, this paper explores the spontaneous estrangement effects' meaning and value on the point of view of reception aesthetics. As results of these studies, First, the Brechtian set of estrangement effects techniques showed that in it could function as an empathy technique for audiences. Second, the role of Sanbazi to increase the audience's participation was to produce both the immersion effect and the estrangement effect simultaneously. These double features of Sanbazi are dialectically incorporated and simultaneously bring about both the social reality reflection and enjoyment of the audience. Third, the puppetry is valid as not a way to describe reality but one of the ways to look at social reality. Conclusionally, in terms of producing counter-discourse, the puppet show has more extensible than any other form of performance with regard to expression.

Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach (가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.446-460
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    • 2017
  • The purpose of this study is to discover the nature of users' flow experience in virtual reality education services. To this end, we analyzed the factors that affect the user's immersion in virtual reality by applying grounded theory, which is one of the qualitative research method. An experiment was conducted on 11 subjects who were interested in conducting virtual reality education, and conducted interviews after experiments. All of the interviews were documented and configured to construct a paradigm model through the steps of opening coding, axial coding, selective coding. Based on the results, it presents suggestions for future virtual reality education services.

Effects of Social Game Features on Addiction through Flow (소셜 게임 특징이 몰입을 통해 중독에 미치는 영향)

  • Lee, Eunjung;Byun, Sanghae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.205-218
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    • 2018
  • The purpose of this study is to examine the factors that the characteristics of Protection Motivation Theory affects the addiction of social game users in Korea and then, to verify how these factors make an impact on the addiction through the immersion. The characteristics of protection motivation theory are vulnerability, severity, efficiency, and disability, and we want to study the influence of each characteristic on social game flow and the relationship leading to addiction. The results of this research can be useful for 'social game addiction prevention education'. This study was conducted to survey the users who had experienced using the social game to verify the suggested hypothesis. As the results of the survey, first of all, vulnerability appeared to have a positive effect on the flow. Secondly, severity appeared not to have a positive impact on the flow. Thirdly, efficiency turned out to affect the flow. Fourthly, disability turned out to have a positive impact upon the flow. Lastly, flow was revealed to make a positive impact on the addiction. The results of this study will help to construct the content of 'social game addiction prevention education program'.

The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence (자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과)

  • Myoung-Heo;Sang-woo Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.73-83
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    • 2023
  • This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.

An Empirical Research how ISO application and Partnership process affect on Business Performance of Import and Export Manufacturing Firms in Korea (한국 수출입 제조 기업의 국제표준인증 활용과 파트너십 프로세스에 대한 연구)

  • Kim, Chang Bong;Koo, Yun Cheol
    • International Commerce and Information Review
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    • v.18 no.2
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    • pp.131-150
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    • 2016
  • As global partnership is recently getting important in order to establish supply chain network in global managing environment, companies tend to improve quality and warranty in SCM(Supply Chain Management) by certifying ISO(International Organization for Standardization). This research investigated structural relationship how strategic and operational ISO application level and trust, immersion, collaborative factors in partnership process affect to companies business performance. This research was surveyed with 147 manufacturing companies in South Korea and conducted empirical analysis using Structural equation model. The research hypothesis and model was derived from the basis of existing theory and empirical research, and obtained the following results. Firstly, the strategic ISO level showed positive(+) effect on trust and immersion factor. Second, the operational ISO level showed positive(+) effect on trust and collaborative factor. Third, trust factor in the partnership process showed positive(+) effect on immersion factor. Lastly, collaborative factor in partnership process showed positive(+) effect on companies business performance. Implication for this research is that companies must consider ISO application in establishing partnership and companies require prolonged effort using trust, immersing, collaborative factors into partnership process to improve business performance.

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Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.