• Title/Summary/Keyword: 신체소유감

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The Influence of Additional Haptic Feedback on Interactivity and Body Ownership in Virtual Reality (가상현실 햅틱 피드백 개체의 증가가 상호작용성과 신체소유감에 미치는 영향)

  • Lee, Sanguk;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.31-40
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    • 2020
  • The effects of two different types of haptic feedback(one-hand versus two-hand haptic feedback) on interactivity and body ownership were investigated in the virtual reality setting through an experiment. Using within-subject design, participants performed the task of hitting and destroying a ball-shaped object in virtual reality for both, one-hand and two-hand haptic feedback conditions. The results showed that participants tended to report a higher level of interactivity when using two-hand haptic feedback, whereas there was no difference between the two conditions in a sense of body ownership.

Proprioception and the Sense of Ownership (고유수용성 감각과 신체 소유감)

  • Sharon Yoon
    • Korean Journal of Cognitive Science
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    • v.34 no.3
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    • pp.243-257
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    • 2023
  • This paper aims to examine how proprioception provides a sense of ownership over one's body and physical actions. Proprioception is a sense that relies on somatic interoceptors rather than exteroceptors that receive external stimuli and has epistemic importance of knowing the presence, location, and movement of bodily parts. In this paper, I will argue that Shoemaker's principle, "Immunity to Error through Misidentification (IEM)" can be applied to proprioception by focusing on one of the intrinsic features of proprioception: First-Person Perspective. I will advocate the following two arguments by defeating each of Marcel's pathological counter-examples in turn. Proprioception is infallible in that it provides a sense of ownership over one's body and physical actions. Second, proprioception is indispensable for the sense of ownership of one's body and physical actions.

A study on visuomotor and visuotactile synchronization in full body ownership illusion with virtual avatars (가상 아바타와의 전신 몸 소유감에서 시각-운동 및 시각-촉각 동기화에 관한 연구)

  • Oh, Jintaek;Kim, Jihwan;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.1-11
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    • 2022
  • Body ownership illusion (BOI), which means 'the illusion that a non-bodily object feels like my body', has been actively studied since the Rubber-hand Illusion showed that a person can feel a rubber hand like one's own hand. It has been proven that BOI can be elicited for virtual bodies in virtual reality. Although many studies have been examined the effect of visuomotor (VM) and visuotactile (VT) stimuli, which are mainly used for the elicitation of BOI, there were very limited studies that delivered both stimuli to the whole body at the same time. In this paper, we investigated how each stimulus affects BOI when delivering VM and VT stimulisimultaneously to the virtual avatar, and examined user experience that appears as presence, emotion, and virtual motion sickness. The results showed that BOI was high when VM is synchronous, but there was no significant difference according to VT levels. In the case of presence, it was confirmed that VT affects only when VM is synchronous, and in the case of emotion, both VM and VT affect valence, and in the case of virtual motion sickness, a statistical difference is not found.These results suggest that overall synchrony of VM is important factor in BOI with virtual avatars, but that the matching VT affects subjective experience such as presence when VM is synchronous.

User-based Theories and Practices on Virtual Reality (가상현실에 관한 사용자 관점의 이론과 실제)

  • Chung, Dong-Hun
    • Informatization Policy
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    • v.24 no.1
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    • pp.3-29
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    • 2017
  • The purpose of this research is to understand immersive media such as virtual reality, augmented reality, mixed reality, 360-degree videos etc. from the perspective of user-based approach. 3D videos were once expected as the next-generation industry, but soon it further evolved into UHD and are now followed by immersive media represented by virtual reality. As the virtual reality plays an important role, the current research tries to bring up implications that can be applied to the industrial field along with academic understanding through six theoretical approaches related to virtual reality such as media richness, interactivity, presence, body-ownership, user experience, and visual perception. These six theories were used in immersive media studies such as 3D videos. Media richness and interactivity are the main factors forming positive or negative attitude, presence explains why users are immersed, user experience accounts for total psychological reaction, and visual perception explains how complex the experience of seeing is. Especially, although there is less media research applied, the body-ownership is likely to be not only used in virtual reality research, but immersive media research. The user-based theories related to virtual reality will provide various implications for immersive media researchers as well as hardware and content creators of virtual reality.

A Study on Wearing Conditions and Dissatisfaction With Current Motorcycle Wear in Korea -Focus on Men′s Motorcycle Jacket- (국내 모터사이클복의 착용실태 및 불만족도에 관한 연구 -남성용 모터사이클 쟈켓을 중심으로-)

  • Hei-Sun;Do, Wol-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.12
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    • pp.1765-1777
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    • 2002
  • 본 연구에서는 현재 국내의 서울시내에 거주하는 모터사이클을 타는 만20세 이상의 남성을 대상으로 모터사이클복에 대한 착용실태와 불만사항들을 조사하고 이를 연령별, 모터사이클 유형별로 비교 분석하여 착용감 및 안전성이 향상된 모터사이클복 개발을 위한 기초자료를 제시 하고자 하였다. 설문조사는 2002년 1월~3월까지 3개월간 총 400부를 배부한 후 회수하고, 이 중 262부를 분석자료로 사용하여 빈도 및 백분율, 평균 등의 기술 통계치를 얻어 전반적인 착용현황을 알아보고, 교차분석을 실시한 후 X$^2$-검증을 실시하여 연령별, 모터사이클 유형별, 운행경력 별로 통계적인 차이를 비교 분석하였다. 1. 모터사이클복의 착용실태 및 불만사항 전반에 관한 조사결과, 조사대상자는 20대~40대의 운행경력은 5년 이상인 전문 라이더들이 많았으며 모터사이클의 배기량은 400cc이상이 가장 높게 나타났고, 모터사이클 유형은 로드 바이크가 가장 높게 나타났고, 이용목적은 레져.취미용, 선호하는 모터사이클복 아이템별 소재는 원피스와 슬랙스의 경우에는 피혁소재가 쟈켓의 경우에는 텍스타일 소재가 높게 나타났다. 아이템별 소유는 쟈켓과 투피스가 높게 나타났고, 보호구가 필요하다고 생각되는 신체부위는 상의에서는 가슴과 팔꿈치, 하의에서는 무릎으로 나타났으며, 무릎보호대의 소유도가 가장 높게 나타났다. 모터사이클복 주된 착용목적은 '부상방지', 모터사이클복을 착용하지 않는 이유는 '움직이기가 불편해서' '가격이 비싸서' '여름철에 더워서'가 각각 높게 나타났다. 모터사이클복에 대한 불만족도에서 동작적합성과 사이즈에 대한 불만도가 높게 나타났고, 모터사이클복소재 및 내부 장착 보호장구의 경량화가 요구되었으며, 모터사이클 쟈켓의 치수부적합부위는 소매길이가 가장높게 나타났다. 2. 전체 응답자의 연령을 20대, 30대, 40대 이상으로 나누어 연령별 차이를 비교한 결과 각각의 문항에 대해서 모두 연령대별로 유의차가 인정되었다. 3. 모터사이클복 아이템별 선호소재 문항에서 원피스와 쟈켓에서 모터사이클 기종별 유의차가 나타났는데, 비즈니스 기종에 서는 텍스타일 소재를, 아메리칸크루져 기종에서는 피혁소재를 선호하였다. 로드바이크와 오프로드 기종에서는 원피스는 피혁소재를 선호하였고, 쟈켓은 텍스타일 소재를 선호하는 것으로 나타났다.

The Effects of Verbal-Violence Prevention Program on Friendship and Aggression of Elementary School Students in Lower Grade (언어폭력 예방상담이 초등학교 저학년 아동의 친구관계와 공격성에 미치는 영향)

  • So, Yu-Jin;Choi, Byung-Yeon
    • The Korean Journal of Elementary Counseling
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    • v.10 no.2
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    • pp.119-136
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    • 2011
  • The purpose of this study was to verify the effects of verbal-violence prevention program on friendship and aggression of 2nd graders in elementary schools. In order to verify these purpose, total of 24 2nd graders from each different two elementary school located in the A-Gun(a rural-mountainous area) of JeollaBukdo. Out of students, 12 students were into the experimental group, while the rest of 12 students were into the control-group. Then, the experimental group participated in the verbal-violence prevention program. Both groups were pretested the questionnaire on friendship and the questionnaire on aggression. For 12 students of the experimental group, total of 10 sessions: (40 minutes per session and 2 times a week) of program were conducted. After the sessions were complete, students of two groups took the post-test for proving the effects of the program. The results through this study can be summarized as follows. First, there was a significant difference in friendship between the experimental groups which participated in the verbal-violence prevention program and the controlled group which didn't participate in any program. Second, there was a significant difference in aggression reduction between the experimental groups which participated in verbal-violence prevention program and the controlled group which didn't participate in any program.

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Factors Affecting Transitions in Living Arrangements among Elders in Korea (노년기 거주형태의 변화와 영향요인에 관한 종단연구)

  • Yoon, Hyun-Sook;Yoon, Ji-Young;Gim, Yeong-Ja
    • Korean Journal of Social Welfare
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    • v.64 no.1
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    • pp.249-271
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    • 2012
  • This research examines the degree and the patterns of living arrangement transitions and analyzes the factors affecting transitions in living arrangement among elders in Korea. Data came from four-wave panel study of Hallym Aging Research Institute. The first wave was conducted in 2003, and each successive wave occurred exactly 2 years after. Respondents who were aged 60 and over, and had at least one living child were selected for this research. The baseline consisted of 1,907 respondents(2003), then became 985 for the fourth transition interval (2009). A total of 825 who participated both in 2003 and 2009 were used. Binomial logit regression analyses were used to analyze the effects of demographic characteristics, socioeconomic status, physical health, cognitive function, psychological well-being, and cultural attitudes toward elder care on transitions in living arrangements. Results show that 29.82% of the elders made transitions in living arrangements from 2003 to 2009, indicating remarkably unstable living situation over this time period. The ratio of living alone is increased from 17.6% to 19.6%, in contrast with decreased ratio of living with married children from 30.5% to 25.2%, and that of living with unmarried children from 19.9% to 13.7%. Factors affecting transitions in living arrangement were different according to types of living arrangement. Elders living with married children were more likely to be older, widowed and to have higher level of psychological well-being and more traditional attitude toward elder care. Elders living alone were more likely to be women, widowed, and to have more chronic diseases and lower level of psychological well-being.

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