• Title/Summary/Keyword: Action immersion

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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.

The Relationship between Sports Media Immersion and Sports Continuation of University Students through Social Media

  • Jung, Hana;Lee, Myoungjin;Park, Sunmun
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.144-152
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    • 2020
  • The purpose of this study is to examine the effects of university students' media sports immersion experience through social media on exercise immersion and exercise continuation. This research target was first selected as a population of university students who have contacted media sports aged 20 or older living in Gwangju Metropolitan City in 2019. The sampling procedure was divided into five parts: Dong-gu, Seo-gu, Nam-gu, Buk-gu, and Gwangsan-gu in Gwangju, and 300 men and women were sampled using cluster random sampling. After individually entering coded data into the computer, the statistical program (SPSS Windows.20.0 Version) was used. The results obtained through this research process are as follows. First, it was found that university students' immersion to media sports had a partial effect on their commitment to exercise. Second, it was found that university students' immersion in media sports had a partial effect on the continuation of the exercise. Third, it was found that college students' exercise commitment has a partial effect on exercise continuation.

Relation between Game Motivation and Preference to Cutscenes

  • Ruan, Xiao-Yin;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.36
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

The Timing of Aromatase Action for Sex Differentiation in the Nile Tilapia, Oreochromis niloticus (Tilapia Oreochromis niloticus의 성분화시 Aromatase의 작용시기)

  • Kwon, Joon-Yeong;Penman, David J;Kwon, Hyuk-Chu
    • Development and Reproduction
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    • v.10 no.3
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    • pp.197-202
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    • 2006
  • Sex steroids are generally considered as natural sex inducers in fish, and aromatase (cytochrome P450 aromatase) that catalyzes androgens into estrogens in the steroidogenic pathway is also known to be involved in sex differentiation. The timing of aromatase action is, thus, of central importance in the study of fish sex differentiation. We treated sexually undifferentiated tilapia (Oreochromis niloticus) larvae with $Fadrozole^{TM}$, a non-steroidal aromatase inhibitor (AI), by immersing the fish in a solution containing AI during the sex differentiation period to narrow down the critical period of aromatase action. Fish were treated once at 11 or 13 days post fertilization (dpf), or twice at 11 and 13 dpf. The concentrations of AI at each time of the treatment were 0 mg/L (control), 50 mg/L or 100 mg/L. Survival rate was not statistically associated with AI immersion treatment (p>0.25). However, sex ratio was significantly altered by the treatment, with higher concentration and double immersion being more effective in masculinizing genetic females (p<0.05). These results suggest that aromatase action for sex differentiation in this fish species would begin at least from 11 dpf which is much earlier than previously expected, and that only 3 hours of brief immersion in AI solution is powerful enough to alter genetically programed sex.

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Design and Development of the TPS action games Integrated with RPG (RPG를 융합한 TPS 액션 게임 설계 및 구현)

  • Kim, Hyun-Jun;Park, Dong-Won
    • Journal of the Korea Convergence Society
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    • v.7 no.3
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    • pp.143-148
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    • 2016
  • This paper analyses the main aspects the aspects of the Third-person shooting game and then investigates the released TPS games which are integrated with Role-playing game types of genres. Then we propose the technical points in designing and developing of the integrated action games to increase the immersion in playing the games. Also we propose the artifice in order to cut down the cost and enhance the portability to the mobile platform.

New evidence on mechanisms of action of spa therapy in rheumatic diseases

  • Tenti, Sara;Fioravanti, Antonella;Guidelli, Giacomo Maria;Pascarelli, Nicola Antonio;Cheleschi, Sara
    • CELLMED
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    • v.4 no.1
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    • pp.3.1-3.8
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    • 2014
  • Spa represents a treatment widely used in many rheumatic diseases (RD). The mechanisms by which immersion in mineral or thermal water ameliorates RD are not fully understood. The net benefit is probably the result of a combination of factors, among which the mechanical, thermal and chemical effects are most prominent. Buoyancy, immersion, resistance and temperature play important roles. According to the gate theory, pain relief may be due to the pressure and temperature of the water on skin; heat may reduce muscle spasm and increase the pain threshold. Mud-bath therapy increases plasma ${\beta}$-endorphin levels and secretion of corticotrophin, cortisol, growth hormone and prolactin. It has recently been demonstrated that thermal mud-bath therapy induces a reduction in circulating levels of prostaglandin E2, leukotriene B4, interleukin-$1{\beta}$ and tumour necrosis factor-${\alpha}$, important mediators of inflammation and pain. Furthermore, balneotherapy has been found to cause an increase in insulin-like growth factor-1, which stimulates cartilage metabolism, and transforming growth factor-${\beta}$. Beneficial anti-inflammatory and anti-degenerative effects of mineral water were confirmed in chondrocytes cultures, too. Various studies in vitro and in humans have highlighted the positive action of mud-packs and thermal baths, especially sulphurous ones, on the oxidant/antioxidant system. Overall, thermal stress has an immunosuppressive effect. Many other non-specific factors may also contribute to the beneficial effects observed after spa therapy in some RD, including effects on cardiovascular risk factors (e.g. adipokines) and changes in the environment, pleasant surroundings and the absence of work duties.

Identification Patterns for Immersion of Visual Storytelling -Based on Disney Animation- (비주얼스토리텔링의 몰입을 위한 동일시 패턴 -디즈니 애니메이션을 중심으로-)

  • Kim, Young-A;Shin, Seung-Yun;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.54-64
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    • 2012
  • This thesis is on the identification pattern for immersion of visual storytelling and studied identification which is psychological action in the visual aspect. Shots which the audience were identified with character's eyes in animation were classified and connection structures of shot and shot were coded through semiological analysis. In shot's coded combination regularly organized, identification patterns which have characteristic meanings were discovered. These patterns which have characteristic meanings can be used by choice following the narrative situation. Therefore identification visual patterns which can be used in real production environment are to be suggested.

Corrosion Inhibition of Carbon Steel in Sulfuric Acid Using Cymbopogon citratus as a Green Corrosion Inhibitor

  • Gadang, Priyotomo;Tamara Emylia Suci, Nurarista;Yanyan, Dwiyanti;Bening Nurul Hidayah, Kambuna;Arini, Nikitasari;Siska, Prifiharni;Sundjono, Sundjono
    • Corrosion Science and Technology
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    • v.21 no.6
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    • pp.423-433
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    • 2022
  • The objective of this study was to determine whether Cymbopogon citratus extract as a corrosion inhibitor from natural tropical resources could prevent corrosion of carbon steel in sulfuric acid solution. Inhibitory action of this extract was investigated using electrochemical methods such as potentiodynamic polarization and electrochemical impedance spectroscopy (EIS). Those methods revealed corrosion rate, efficiency of inhibition, and adsorptions isotherm values when the extract was added to the sulfuric acid solution at concentration up to 500 ppm with various immersion time at ambient temperature. Results revealed that higher concentration of the extract and longer immersion time decreased the corrosion rate of carbon steel whereas the inhibition efficiency of the extract was increased up to 97.25%. The value of charge transfer resistance was increased significantly by adding the extract at concentration up to 500 ppm with an immersion time of 60 minutes. The type of the extract was a mixed inhibitor. It could inhibit the corrosion process in both anodic and cathodic sides electrochemically. Results of this study suggest that the mechanism of adsorption on the surface of carbon steel is related to Langmuir adsorption isotherm.

A Study on the Production Efficiency of Movie Filming Environment Using 360° VR (360VR을 활용한 영화촬영 환경을 위한 제작 효율성 연구)

  • Lee, Young-suk;Kim, Jungwhan
    • Journal of Korea Multimedia Society
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    • v.19 no.12
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    • pp.2036-2043
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    • 2016
  • The $360^{\circ}$ Virtual Reality (VR) live-action movies are filmed by attaching multiple cameras to a rig to shoot the images omni-directionally. Especially, for a live-action film that requires a variety of scenes, the director of photography and his staff usually have to operate the rigged cameras directly all around the scene and edit the footage during the post-production stage so that the entire process can incur much time and high cost. However, it will also be possible to acquire high-quality omni-directional images with fewer staff if the camera rig(s) can be controlled remotely to allow more flexible camera walking. Thus, a $360^{\circ}$ VR filming system with remote-controlled camera rig has been proposed in this study. The movie producers will be able to produce the movies that provide greater immersion with this system.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.