• Title/Summary/Keyword: 몰입요소

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Research on immersive elements to improve the reality of AR / VR content (AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구)

  • Heo, Junwon;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.17-34
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    • 2022
  • This paper summarizes the differences and characteristics between virtual worlds and virtual reality, and advances research on immersive elements for improving the reality of virtual worlds. The immersive elements are broadly studied by separating the sensory immersive elements and the technical immersive elements, focusing on the sensory organs of sight, perception, touch, and hearing, and investigating the correlation between these elements to improve the immersive feeling in content design. Set standards.

Research of immersive elements for Fun Game (재미있는 게임의 몰입요소 연구)

  • Ahn, Seon-Min;Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.39-40
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    • 2015
  • '재미있는 게임은 성공한다.'는 가정 아래 본 논문에서는 재미있는 게임이 가지고 있는 몰입 요소들을 연구한다. 연구의 목적은 성공한 게임들을 분석하여 어떤 몰입 요소들을 제공하는지를 파악함으로써 개발할 게임의 성공 가능성을 더 높이는 것이다. 본 연구에서는 Nicole Lazzaro이 제시한 '4 Keys to Fun'을 활용하여 성공한 게임들을 분석함으로써 재미있는 게임이 제공하는 몰입요소를 찾아보았다.

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Effect of Science Learning Motivation and Science Self-Efficacy on the Science Learning Flow of Preservice Elementary Teachers (초등예비교사의 과학 학습동기, 과학적 자기효능감이 과학 학습몰입에 미치는 영향)

  • Lee, Hyeong-cheol
    • Journal of Korean Elementary Science Education
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    • v.41 no.1
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    • pp.162-172
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    • 2022
  • This study aimed to investigate the effects of science learning motivation and science self-efficacy on the science learning flow of preservice elementary teachers. The study recruited 77 preservice elementary teachers during their sophomore year from the B university of education. Descriptive statistics, correlation coefficient, and multiple regression were used for data analysis. The results were as follows: science learning motivation and science self-efficacy exerted a significant positive correlation with and a statistically significant effect on science learning flow. Satisfaction was the main influential subelement of science learning motivation. For science self-efficacy, the main influential subelements were emotional stability and language encouragement. Moreover, it was deduced that self-efficacy exerted a greater effect on science learning flow than science learning motivation.

Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.299-304
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    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

The Study of the Interrelations between Game Components and Flow (게임구성요소와 몰입과의 상관관계에 대한 연구)

  • Park, Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.819-823
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    • 2006
  • In games, immersion is the most important factor that makes the player play game continuously. The user's inability to immerse in game makes him/her not interested in game, so it makes the user give up. So, we must perceive the immersion factor that the games have. By applying the factors that causes immersion to the game development, we will be able to multiply the joy of game to the user, and bring high profit to the game developing enterprises. To this, this study finds out the interrelations between the factor of immersion existing inside the game and the components of the game to experience the highest immersion status to the user.

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The Effects on Flow at Using Robots of Introductory Programming Course (프로그래밍 초급과정에서 로봇의 활용이 몰입에 미치는 영향)

  • Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.329-337
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    • 2013
  • Introductory programming course using robots that makes good effect to learners. I investigated that the effects on flow at using robots of introductory programming course. According to experiment result, the flow level showed significant change and all of it's element(antecedents, experiences, effects) had changed significantly. This result means that using robots of introductory programming course makes effect that is very positive in flow level of learners. There was strong interrelation by each element of flow in the result of correlation analysis about flow element. In particular, interrelation of antecedents element and experience element was high. Therefore, using robot is precondition of flow, and the level of experience element is high according to level of antecedents, and also experience element elevate the learner's intrinsic satisfaction. The conclusion is that using robots of introductory programming course is helpful enhancing learner's flow level and is positive in study achievements.

The Impact of Customer Experience on Customer Commitment and Behavioral Intention in Theme Park (테마파크에서의 체험요소가 방문객 몰입과 행동의도에 미치는 영향)

  • Li, XinTian;Peng, Peng
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.499-508
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    • 2015
  • The purpose of this paper is to examine the structural relationship between experience(4Es), customer commitment and behavioral intention based on experience of the theme park as a hedonic destination. To carry out this study objective, a survey targeted for theme park customers was conducted from May 10. 2014 to June 10. 2014. These data were processed using SPSS 18.0 and Structural Equation Modeling with Amos 18.0 to test proposed hypotheses. The results are summarized as followed. First, the decomposition of path analysis revealed significant positive effects on customer commitment by entertainment experience, education experience, esthetic experience. and escape experience. While, entertainment experience was shown to have the largest influence on customer commitment. Second, customer commitment had a positive effect on revisit intention and WOM. Third, experiences have an indirect influence on revisit intention and WOM through the mediation of commitment. From the findings, the theme park is necessary to plan and develop experience program for more variable and special.

An Examination of Team Commitment in Broadcasting Organization: Focused on the Organizational Culture, Organizational Support (방송프로그램 제작진의 몰입에 영향을 미치는 요인에 관한 연구: 조직문화, 조직지원요소, 팀 몰입의 관계를 중심으로)

  • Moon, Sung-Chul
    • Korean journal of communication and information
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    • v.36
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    • pp.287-323
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    • 2006
  • This study attempted to find out that organizational culture and organizational support are the main factors of an effect on team, a kind of making unit of broadcasting programming, commitment. And especially this research tried out that each organizational culture type had an effect differently on team commitment using of Linear Structural Equation Modeling(LISREL). In order to empirically test to the research model, data were collected by 280 terrestrial Broadcasting PD in Seoul. Result showed that each organizational culture has a differential influence on the path and effect of organizational support and team commitment. The educational system and production back up of the Organizational support system have not enough to support and promote the team commitment except reward system. As a consequence, Broadcasting organization make a strategy considering of dominant organizational culture type.

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A study of the use of media in modern performance (현대 연극공연에서의 영상 미디어활용에 관한 연구)

  • Lee, Jae-Joong;Kim, Hyeong-Gi
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.484-488
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    • 2007
  • 연극이라는 것은 복합적인 표현예술장르로 하나의 요소가 아닌 여러 가지의 요소들아 합쳐져 연극이라는 예술작품을 만들게 되어 있다. 현대의 연극공연에서 영상의 비중은 날로 높아지고 있다. 무대 공간의 공간감, 협소함, 표현의 제약 등을 따져 볼 때 그것은 당연한 이유일지도 모른다. 연극이라는 것은 최종적으로 배우와 관객과 함께 호흡할 때 완성되는 것으로 배우의 연기에 따라 영상도 실시간으로 반응할 수 있어야한다. 이러기 위해서는 영상뿐만 아니라 배우와 인터렉션할 수 있는 영상의 제어 또한 상당부분 생각하지 않을 수 없다. 그리고 무대의 뜨거운 조명과 그 아래의 영상은 같은 빛으로 만들어진 작품이기 때문에 빛이라는 환경적 요인에서 벋어나지 못한다. 그 밖의 스크린의 존재와 무대의 조형물과의 조화 등도 생각해야 한다. 하지만, 연극의 성공은 관객의 몰입정도에 따라 결정된다. 몰입요소는 음악, 배우, 무대 등의 기존 연극요소가 있으며 여기에 영상 활용은 관객을 더욱 연극으로 몰입시킬 수 있는 또 다른 중요 표현방법이 된다. 그 영상의 활용방안과 문제점은 현재 여러 기술과 방법으로 해결되어지고 있으며, 연극에서 사용되는 영상은 더욱 발전 가능성과 활용 가치를 가지고 있다. 본 논문 이러한 대중문화인 연극에서 공간에서의 영상 미디어 활용의 중요성과 관객의 몰입에 관한 발전 가능성에 대한 연구이다.

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Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.131-142
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    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.