• Title/Summary/Keyword: 근접감

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The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Interaction Effect Between Temporal Proximity of Utility Value and Self-efficacy on Interest (과제 유용가치의 시간적 근접성과 자기효능감의 상호작용이 흥미에 미치는 영향)

  • Woo, Yeon-kyoung;Kim, Sung-il;Bong, Mimi
    • (The) Korean Journal of Educational Psychology
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    • v.28 no.1
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    • pp.1-21
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    • 2014
  • Two studies were conducted to investigate the interactive effect between temporal proximity of utility value and self-efficacy on situational interest and reengagement motivation. In study 1, university students were provided with either proximal or distal values of mental calculation task. Hierarchical regression analyses showed a significant interaction effect between distal utility value and high self-efficacy, indicating that distal utility value was more effective to induce situational interest and reengagement motivation for students with higher level of self-efficacy. In study 2, we replicated study 1 with high school students to investigate developmental differences and found the same results. These findings suggest that it is important to consider the level of self-efficacy and proximity of utility value in designing value intervention program.

Displacement Response of Degrading Systems to Near-Fault Ground Motions (근접-단층 지진에 대한 저하시스템의 변위응답)

  • 송종걸
    • Journal of the Earthquake Engineering Society of Korea
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    • v.4 no.2
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    • pp.1-12
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    • 2000
  • 단층에 근접한 지진동에 대하여 성능이 저하되는 단자유도계의 변위응답에 대하여 연구하였다 5% 의 감쇠비를 갖는 세단계의 성능저하시스템을 5개의 단층에 근접한 지진동에 대하여 해석하였다 해석결과로부터 성능저하시스템의 비탄성 변위응답은 비저하시스템에 비하여 큰 값을 나타냄을 알 수 있었다 또한 성능저하 특성이 증가할수록 변위응답은 커지는 경향이 있다 이러한 변위증폭은 구조물의 고유주기 강도와 성능저하특성에 영향을 받으며 짧은 주기영역에서는 큰 값을 나타내며 긴 주기영역에서는 변위증폭이 거의 발생하지 않는다 단층에 근접한 각각의 지진동에 대한 변위증폭의 최대값은 1초 보다 작은 주기영역에서 비저하시스템의 4배 정도이다 변위증폭계수의 평균값은 짧은 주기영역에서는 2의 값을 가지면 구조물의 고유주기가 길어질수록 1에 수렴해 감을 알 수 있었다.

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Remake Cultural content to be examined in the theory of Cultural translation (문화번역이론으로 살펴보는 리메이크 문화 콘텐츠)

  • Cho, In-yae
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.335-336
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    • 2019
  • 최근 많은 콘텐츠들이 생성되면서 리메이크 라는 개념이 중요해 지기 시작했다. 그러면서 주목받았던 것은 문화적 근접성(Cultural Proximity)이다. 하지만 시대가 변함에따라 문화에대한 거부감이 사라지며 글로벌 시대에 도래한 최근에는 문화적 근접성으로서만 리메이크 콘텐츠를 몬의하기에는 부족하다.본 연구는 문화번역이론(cultural translation)을 통해 리메이크 문화콘텐츠를 살펴 보고, 문화번역이론에서 말하듯이 번역이라는 것이 언어적인 것에서만 말할 수 있는 것이 아닌 문화적 차원에서 논의할 수 있다는 것이 가장 큰 핵심이다.

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Analyses on Characteristics and Usage of Digital Game Viewpoint: Why do Games use Third-person Viewpoint more often than First-person Viewpoint? (디지털 게임 시점의 특징과 사용 이유 분석: 왜 게임들은 1인칭 시점보다 3인칭 시점을 더 많이 사용하는가?)

  • Ryu, YeSeul;O.Li, Hyung-Chul;Kim, ShinWoo
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.75-83
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    • 2015
  • The viewpoint of a digital game is a prime factor that determines user immersion, and first-person viewpoint is known to produce greatest immersion. However, most games adopt third-person viewpoint rather than first-person viewpoint. This study analyzed the reason for the preference of third-person viewpoint. First, six viewpoints were defined by combining three viewpoints (first-, third-person, omniscient viewpoints) and two distances (proximal, distal) between camera and game character. Then 100 games which received high ratings during the past 10 years were sampled, and the frequencies of viewpoint choices and genres were analyzed. Overall, the results showed that games have strong preference for third-person viewpoint. However, preferred viewpoints differed depending on genres, for example, most shooting games used first-person, proximal viewpoint. This result could have arisen because both characteristics of a game and field of view have influenced choice of viewpoint. That is, many games adopt third-person viewpoint because developers consider not only user immersion but also scene visibility.

Three Dimensional Audio Technologies for Realistic Broadcasting (실감방송을 위한 3차원 오디오 기술)

  • Jang, D.Y.;Seo, J.I.;Lee, T.J.;Park, G.Y.;Kang, K.O.
    • Electronics and Telecommunications Trends
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    • v.19 no.4 s.88
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    • pp.53-62
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    • 2004
  • 차세대 방송 서비스는 입체감있는 3차원 AV 콘텐츠와 자연스럽게 사용자와 인터랙션하는 대화형 콘텐츠를 기반으로 하는 실감방송으로 변화되어 갈 것으로 예상된다. 이러한 실감방송 서비스에서는 현장감을 효율적으로 나타낼 수 있는 음상 정위 및 음장 재현 등 3차원 오디오 기술과 사용자 인터랙션을 위한 객체기반 오디오 처리 기술들이 필요하다. 본 고에서는 이러한 현장감과 사용자 인터랙션을 통하여 가상현실에 근접한 서비스를 제공하기 위한 대표적인 3차원 오디오 기술의 개발 동향을 살펴본다. 우선 3차원 오디오 기술의 기본 개념 및 개요를 기술하며, 이러한 3차원 오디오 기술에 기반한 대화형 3차원 오디오 기술 개발에 대한 최근 동향을 살펴보고, 국내에서 개발하고 있는 객체기반 3차원 오디오 기술에 대하여 간략히 설명한다.

Near-field Evaluation of Surface Plasmon Resonance Biosensor Sensitivity Based on the Overlap Between Field and Target Distribution (근접장-분자반응 간의 중첩을 이용한 표면 플라스몬 공명 센서 감도 평가에 관한 연구)

  • Ryu, Yeonsoo;Son, Taehwang;Kim, Donghyun
    • Korean Journal of Optics and Photonics
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    • v.24 no.2
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    • pp.86-91
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    • 2013
  • In this study, we have investigated the correlation of far-field detection sensitivity of surface plasmon resonance (SPR) biosensors with optical signatures associated with the near-field overlap of biomolecules. The results confirm a direct relation between the far-field and near-field parameters, particularly for optical signatures defined in terms of lateral electric field components that are tangential to the interface and thus continuous across the interface. The overall correlation between near-field optical signatures and far-field resonance shift exceeded 97%. The results can be highly useful to evaluate detection sensitivity of SPR biosensors that take advantage of complex structures for localization of surface waves.

Role of Self-efficiency in the Career Activities of Marriage Immigrant Women (결혼이주여성의 진로활동에서 자기효능감의 역할)

  • Nam, Hyekyeong;Lee, Mijung;Kim, Jinhee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.131-139
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    • 2016
  • This study explores role of self-efficiency in the career activities of marriage immigrant women. It is expected that self-efficiency would contribute to marriage immigrant women helping them to overcome the difficulties of their lives spontaneously and keep on their careers. For this, it was conducted that in-depth interview with seven marriage immigrant women. Conclusion was classified into two parts as following. The conclusion is from whether marriage immigrant woman has self-efficiency in her career purpose and career barrier. First, in the conclusion of career purpose, higher self-efficiency leads to constant career fulfillment and positive self image and lower self efficiency gives rise to absence of neighboring subgoal and discontinuity or lagging of personal career. Second, in the conclusion of career barrier, higher self-efficiency person would consider career barrier as an object to get over. On the contrary, lower self-efficiency person could not find the proper strategies to deal with career barrier and conform to the barrier and give up the career.

A Study on the Elderly's User Experience by Using Virtual Reality (가상현실 기기를 활용한 고령자 사용자 경험에 관한 연구)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.305-317
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    • 2018
  • This study is about the elderly people's use and experience of Virtual Reality (VR) in order to enhance their quality of life. Leisure is main activity of the elderly. As a result, the quality and diversity of leisure affects the quality of the elderly people's life. VR services including video contents could provide them with advanced and interesting experiences. Across the world, population aging becomes one of the most important problems in each society. The social and economic burden of aging is serious challenge to sustainability welfare of the world, including S. Korea. The authors used virtual reality devices to conduct experiments on 99 aged 50 to 90 (men's average age : 75 and women's average age : 70.8). Through the survey, major variants were measured such as system quality, present sense, enjoyment, intent to reuse, and awareness of advanced technology. Multiple regression analyses with the presence as a dependent variable resulted in a sense of closeness (t = 5.381, p <. 01) and a sense of clarity (t = 4.494, p <. 01). The presence of an independent variant had significant effects on pleasure (t = 4.312, p <. 01) and significant effects on the intent to reuse (t = 3.323,).Therefore, it can be interpreted that the higher the sense of existence, the more pleasure and the intent to reuse it. As a result, the possibility of using VR devices and content to enjoy leisure activities can be found in this study even if the elderly group is unfamiliar with IT devices.