• Title/Summary/Keyword: 몰입 경험

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Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.

An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game (게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성)

  • Jang, Han-Jin;Kim, Si-Sung;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.19-32
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    • 2015
  • Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.

Factor Structure on the Korean Version of Tellegen Absorption Scale (한국판 텔레겐몰입척도의 요인구조)

  • Lee, Jun-Seok;Lee, Jang-Han;Kim, Bo-Ra;Sim, Jong-Onn
    • Korean Journal of Psychosomatic Medicine
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    • v.15 no.2
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    • pp.88-92
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    • 2007
  • Objective : Tellegen Absorption Scale(TAS) is an instrument intended to assess hypnotizability and designed to sample absorbing and self-altering experiences, including dissociative experiences. The present study attempted to identify the internal structure of TAS. Methods : One hundred and thirty nine undergraduates completed the Korean version of Tellegen Absorption Scale(TAS-K). Cronbach's alpha was calculated and factor analyses were done. Results : An exploratory principal-components analysis yielded three factors accounting for 31.06% of variance. Factor 1 included dissociative(dissociation-like) experiences, factor 2 tapped imaginative involvements, and factor 3 had to do with perceptual sensitivity. Conclusion : TAS-K may include absorbing and self-altering experiences.

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Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

The relationship between learning motivation, learning commitment and academic achievement of nursing students who gave non-face-to-face online lectures (비대면 온라인 강의를 경험한 간호대학생들의 학습동기, 학습몰입 및 학업성취도의 관계)

  • Lee, Jung-Geun;Kim, Won Jong;Lee, Jae Kyeum
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.412-419
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    • 2020
  • This study investigates the relationships among learning motivation, learning immersion, and academic achievement in college-level nursing students who give non-face-to-face online lectures. The data for this study were collected using questionnaires given to 147 students attending four-year nursing colleges at two universities. For the data analysis method, descriptive statistics, t-test, ANOVA, the Scheffe test, Pearson's correlation analysis, and multiple regression analysis were used. As a result of the study, the average motivation was 101.29±12.18 points, learning commitment was 72.02±8.03 points, and academic achievement was 31.31±4.06 points. The relationships among learning motivation, learning commitment, and adaptation to college life showed significant positive correlations. In the results of multiple regression analysis, factors influencing the academic achievements of nursing students were found to be learning motivation and learning commitment. Therefore, in order to increase academic achievement in nursing college students, it is necessary to develop a specific strategy to improve learning motivation and to develop various activities and programs to immerse students in learning.

The Effect of Learning-flow and Self-efficacy in Nursing Students who experienced non-face-to-face learning in the COVID-19 situation on self-leadership (COVID 19 상황에서 비대면 학습을 경험한 간호대학생의 학습몰입, 자기효능감이 셀프리더십에 미치는 영향)

  • Lee, Yoon-Hee;Park, Keum-Ok
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.455-462
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    • 2022
  • This study is a descriptive research study to confirm the effect of learning flow and self-efficacy on self-leadership of nursing students who experienced non-face-to-face learning in the context of COVID-19. Data were collected from November 19 to December 31, 2021 for 237 nursing students, and t-test, ANOVA, correlation analysis, and regression analysis were performed for data analysis. As a result of analyzing the correlation between the subject's learning flow, self-efficacy and self-leadership. Self-leadership was showed a significant positive correlation between learning flow(r=.512, 𝜌<.001) and self-efficacy(r=.664, 𝜌<.001). On a result of regression analysis, significant variables were 24 years of age or older(𝛽=0.16, 𝜌=.001), learning flow(𝛽=0.19, 𝜌=<.001), and self-efficacy(𝛽=0.39, 𝜌=<.001). and explanatory power was 49.8%(F=40.01, 𝜌<.001). According to this study, it is necessary to develop and apply various programs that can enhance learning flow and self-efficacy in order to improve self-leadership.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.

A Method of Hole Filling for Atlas Generation in Immersive Video Coding (몰입형 비디오 부호화의 아틀라스 생성을 위한 홀 채움 기법)

  • Lim, Sung-Gyun;Lee, Gwangsoon;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.75-77
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    • 2021
  • MPEG 비디오 그룹은 제한된 3D 공간 내에서 움직임 시차(motion parallax)를 제공하면서 원하는 시점(view)을 렌더링(rendering)하기 위한 표준으로 TMIV(Test Model for Immersive Video)라는 테스트 모델과 함께 효율적인 몰입형 비디오의 부호화를 위한 MIV(MPEG Immersive Video) 표준을 개발하고 있다. 몰입감 있는 시각적 경험을 제공하기 위해서는 많은 수의 시점 비디오가 필요하기 때문에 방대한 양의 비디오를 고효율로 압축하는 것이 불가피하다. TMIV 는 여러 개의 입력 시점 비디오를 소수의 아틀라스(atlas) 비디오로 변환하여 부호화되는 화소수를 줄이게 된다. 아틀라스는 선택된 소수의 기본 시점(basic view) 비디오와 기본 시점으로부터 합성할 수 없는 나머지 추가 시점(additional view) 비디오의 영역들을 패치(patch)로 만들어 패킹(packing)한 비디오이다. 본 논문에서는 아틀라스 비디오의 보다 효율적인 부호화를 위해서 패치 내에 생기는 작은 홀(hole)들을 채우는 기법을 제안한다. 제안기법은 기존 TMIV8.0 에 비해 1.2%의 BD-rate 이 향상된 성능을 보인다.

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