• Title/Summary/Keyword: 몰입요소

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Design and Implementation of 6DoF supported 360VR Test Platform (6DoF지원 360VR 테스트 플랫폼 설계 및 구현)

  • Yun, Kugjin;Jung, Jun Young;Yun, Joungil;Cheong, Won-sik;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.250-252
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    • 2018
  • 최근 차세대 미디어 중 하나로 가상의 공간내에서 현실적인 경험과 환경을 사용자에게 제공해 줄 수 있는 몰입형 미디어가 각광받고 있다. 이러한 가상현실 세계를 제공할 수 있는 VR미디어의 등장은 몰입형 미디어가 점차적으로 추구하는 실감서비스의 발전 형태를 단적으로 보여주고 있으며 사용자의 움직임에 따라 보다 자연스러운 현실감 및 몰입감을 지원하는 노력이 지속적으로 연구되고 있다. 이러한 추세를 반영하듯, MPEG은 최대 6DoF 사용자 움직임을 지원함과 동시에 고해상도의 VR 해상도를 제공하는 몰입형 미디어 요소기술 개발을 위하여 MPEG-I(Immersive) 표준화를 진행 중에 있다. 본 논문은 종래 3DoF 움직임(회전운동)을 지원함과 동시에 병진운동에 따라 360VR영상 내 가상시점을 매핑함으로써 보다 자연스러운 몰입감을 제공할 수 있는 6DoF지원 360VR 테스트 플랫폼을 제안한다.

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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
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    • s.17
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    • pp.37-51
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    • 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.

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The Effect of Hotel Brand Experience on Brand Trust, Brand Attachment and Brand Commitment (호텔브랜드 체험이 브랜드신뢰, 브랜드애착과 브랜드몰입에 미치는 영향)

  • Wu, Shi-Yuan;Lee, Ki-Youk
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.410-421
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    • 2016
  • The purposes of this study were to investigate the effect of experience in hotel on brand trust, brand attachment and brand commitment. It aims to contribute hotel brand marketing from analyzing and showing how brand experience factors affect brand equity factors. The findings and implications can be summarized as follows: the factor Sense Experience, Feel Experience, Act Experience and Think Experience of Brand Experience caused the positive impact on brand trust and brand attachment. Second, brand trust has a significant impact on brand attachment. Third, brand trust and brand attachment both caused a positive impact on brand commitment. Thus, the hotel managers need to establish a ongoing brand experiential marketing strategy which can improve brand commitment of hotel and ways to be recognized as motivational factors for offered services and products which customer can perceive and experience.

The Effect of Teaching Profession Class using Gamification on the Academic self-efficacy and Learning Flow of Pre-service Early Childhood Teachers (게이미피케이션을 활용한 교직수업이 예비유아교사의 학업적 자기효능감과 학습몰입에 미치는 영향)

  • Kim, Minjeong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.329-340
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    • 2022
  • The aim of this study is to examine the effect of teaching profession class using gamification on the academic self-efficacy and learning flow of pre-service early childhood teachers. 75 freshmen in the 2022 Early Childhood Education Department at A University located in Gyeonggi were participated and experienced 8 gamification-using classes over 12 weeks of 1 st semester. To examine the effectiveness of the class using gamification on academic self-efficacy and learning flow, a paired t-test for the pre-post test was conducted by analyzing the data of 65 students who faithfully answered both tests. Results of this study illustrated teaching profession class using gamification significantly improved the academic self-efficacy and its sub-factor, confidence of pre-service early childhood teachers, moreover, it also had a positive effect on learning flow and its sub-factor, cognitive learning flow of them. This study proved the effectiveness of the gamification-using class and provided subsequent studies for improving the quality of the gamification-using class.

A Study on the Influence Factors of Fashion Virtual Influencer's Visual Factors Leading to Follower's Behavioral Intention & Addiction (패션 버추얼 인플루언서의 시각적 요소가 팔로워 행동의도, 중독에 이르는 영향요인 연구)

  • Wang, Jin-Nan;Bae, Seung-Ju;Lee, Suk-Ho;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.213-222
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    • 2021
  • This study tried to identify the factors influencing the visual factors of fashion virtual influencers(FVI), on follower behavioral intention and addiction. As the number of fans of FVI is increasing these years, and the addiction phenomenon of social platforms is also increasing, researchers thought that a study to confirm the behavioral intention of fans and the path to addiction through the visual factors of FVI would be necessary. According to the research results, it was confirmed that among the visual factors of FVI, attractiveness affects authenticity through expertise. In addition, researchers confirmed that authenticity influences flow through relationship maintenance of behavioral intention, and authenticity influences addiction through flow. Thus, researchers verified the path leading to FVI's visual factors to behavioral intention and addiction, such as visual factors and authenticity, authenticity and behavioral intention, and behavioral intention and addiction. Researchers hope to conduct research with various content types of FVI, other social platforms.

A Study on the Effects of Servant Service Factors in Hotel Service on the Relationship Quality and Revisit Intention (호텔서비스의 인적 서비스요인이 관계의 질 및 재이용의도에 미치는 영향에 관한 연구)

  • Kim, Jong-Ho;Kim, Bong;Shin, Yong-Seop
    • Journal of Global Scholars of Marketing Science
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    • v.12
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    • pp.77-97
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    • 2003
  • The purpose of this study is to analyze how servant service factor of service marketing factors affects to customer's satisfaction, relationship quality, and commitment and consequently to see how these factors affect to revisit intention which is the hotel performance. The empirical results showed that technical factor and customer orientational factor had a significant influence on customer satisfaction and relationship quality, and functional factor affected to only relationship quality. Also customer and relationship quality had a significant influence, and commitment had a significant influence on revisit intention which is a performance factor. Specifically relationship quality built by the interrelationship between the purchasers and the suppliers showed higher influence than customer satisfaction's influence on the commitment. That is, when there is an interaction between trust on the employees and customer satisfaction, there is a greater synergy effect on the commitment. Although the degree of customer satisfaction is low, the commitment can be high with high effort of service providers. This implies that the attitude of service providers is the critical factor on the degree of commitment of service users.

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An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

A Study on Visual Mise-en-Scene of VR Animation (VR 애니메이션 의 시각적 미장센 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.407-413
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    • 2017
  • Mis-en-Scene is a direction method of image aesthetics for constructing screen and space. Mis-en-Scene is important factor not only in plays and movies, but also in animations, and it is a strong method to induce audience to immerse in the works and to continue the immersion. This study examined animation's Mis-en-Scene based on theories of Mis-en-Scene in movies, how Mis-en-Scene is directed and expressed in virtual spaces, and what factors and characteristics induce audience to immerse in the works and continue the immersion through analysis on visual Mis-en-Scene factors of a specific case, VR animation . It was found that as visual Mis-en-Scene factors, character and props, background, unique quality and friendliness of character, natural movement and acting, symbolism and utilization, and variety and consistency of background induce and sustain immersion. It is thought that this study would helpful for related areas based on the findings which suggest that there is a need for differentiated measure and method to catch audience's eyes and sustain immersion utilizing characteristics of vidual Mis-en-Scene factors in VR animation in the future.

A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.

An Investigation of the Impacts of Employer's Rewards Strategies on Employee's Commitment with Comparison of Home-based Contact Center (종업원에 대한 보상전략이 몰입에 미치는 영향: 재택근무와의 비교를 중심으로)

  • Kim, Jae-Young;Cho, Boo-Yun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.125-137
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    • 2015
  • Information technology enables home-based working which is a new way to satisfy the firm and its employees. Firms are under pressure of cost reduction, and employees want to maintain balance of life between work and family. Considering the organization's capability can be the core competency, firm's efforts to acquire workers' commitment have been important issue in human resource management. However, researches to increase the workers' loyalty and commitment within home-base working have not been widely studied. This study tries to identify the relationships among firms' rewards supporting strategies and workers' perceived commitment with the working system as a context. Results confirm that the organization's extrinsic and intrinsic rewards affect the worker's continuous commitment, and the mediating role of normative commitment between workers' perceived affective commitment and continuous commitment has been found. Also, we empirically identify the moderating role of working systems(i.e., home-based, vs. office-based) within organization's rewards supporting strategies and workers' commitment perceptions.