• Title/Summary/Keyword: Action immersion

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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.

Exploring the Immersion Degree Difference Between 3D and 2D: Focus on Action-Adventure Game (2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교)

  • Kwon, Hyeog-In;Rhee, Hyun-Jung;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.157-164
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    • 2011
  • Since the movie "Avatar" made world-widely a big success, people's interest to 3D stereoscopic vision has been increasing explosively. However, it is hard to predict that for how long this tremendous attention to 3D stereoscopic would last; consumers have accumulated experience and predominant consciousness from social and cultural environmental various factors. This paper, we will try to see how people interact with 3D stereo through the empirical study. Using Jannett (2009)'s immersion questionnaire, we will measure how different people get immersed while playing game in 3D stereoscopic and 2D.

The Differential Effect of Whole-body Irradiation on Morphine- and $\beta$-Endorphin-Induced Antinociceptive Actions in Mice

  • Kim, Kyung-N.;Chung, Ki-M.
    • International Journal of Oral Biology
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    • v.34 no.3
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    • pp.137-142
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    • 2009
  • Whole-body $\gamma$-irradiation(WBI), which produces an oxidative stress, is reported to attenuate the acute antinociceptive action of morphine (a $\mu$-opioid receptor agonist), but not DPLPE (a $\delta$-opioid receptor agonist), in mice. Recently, we also reported that antinociceptive effect of morphine, but not $\beta$-endorphin (a novel $\varepsilon$-opioid receptor agonist), was attenuated by oxidative stress. These findings prompted us to investigate the effect of WBI on the antinociception of morphine and $\beta$-endorphin in mice. Mice were exposed to WBI (5 Gy) from a $^{60}Co$ gamma-source and tested 2 hours later for antinociception produced by intracerebroventricular administration of morphine or $\beta$-endorphin using the hot water tail-immersion and the writhing tests. WBI significantly attenuated the antinociception produced by morphine only in the hot water tail-immersion test, whereas the antinociception of $\beta$-endorphin was significantly potentiated by WBI in both tests. These results demonstrate a differential sensitivity of $\mu$- and $\varepsilon$-opioid receptors to WBI, and support the hypothesis that morphine and $\beta$-endorphin administered supraspinally produce antinociception by different neuronal mechanisms.

Corrosion Inhibition Properties of New Thiazolidinedione Derivatives for Copper in 3.5 wt.% NaCl Medium (3.5 중량% NaCl 매질에서 구리에 대한 새로운 티아졸리딘디온 유도체의 부식 억제 특성)

  • Lgaz, Hassane;Lee, Han-Seung
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2021.11a
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    • pp.27-28
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    • 2021
  • The search for new corrosion inhibitors for different corrosive mediums is a never-ending task. In the present work, the corrosion inhibition behavior and adsorption mechanism of two novel synthetic thiazolidinedione derivatives noted MTZD and ATZD in 3.5 wt.% NaCl solution on copper were investigated. Electrochemical, scanning electron microscope (SEM), atomic force microscopy (AFM) techniques were used along with first-principles DFT calculations. At maximum inhibitor concentration i.e., 300 ppm corrosion inhibition efficiency reached maximum up to 90% and 96% for MTZD and ATZD, respectively, and thereby followed the order of ATZD > MTZD. The inhibition efficiency increased up to 24 h of immersion, and then decreased after 48h immersion. The potentiodynamic curves suggested that the inhibition action of tested compounds is a mixed type of inhibitor. The first-principles DFT calculations suggested that compounds under investigation formed covalent bonds with Cu(111) surface via reactive sites. SEM and AFM results confirmed the formation of protective barrier that prevent corrosion attack.

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Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
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    • v.4A no.4
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    • pp.171-177
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    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

The Effects of Environmental Education Program using Action Learning on the Environmental Literacy and Self-efficacy of Elementary Students (액션러닝을 활용한 환경교육 프로그램이 초등학생의 환경소양과 자기효능감에 미치는 영향)

  • Jin Jeon;Keum Hyun So
    • Journal of Science Education
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    • v.47 no.2
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    • pp.139-153
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    • 2023
  • This study aimed to investigate the effect of environmental education programs using action learning on elementary school students' environmental literacy and self-efficacy. To this end, an environmental education program using action learning was applied to 22 sixth graders of 'A' Elementary School in Busan. The results of this study were as follows. First, environmental education programs using action learning were effective in improving the environmental literacy of elementary school students. After implementing the environmental education program using action learning, students' environmental values, cognitive, and procedural ability changed positively. Environmental issues awareness and ecological knowledge improved, and there was a significant increase in environmental behavior and environmental function. Second, environmental education programs using action learning were effective in enhancing the self-efficacy of elementary school students. After implementing environmental education programs using action learning, students' confidence in problem solving and their ability to judge their behaviors improved. Third, elementary school students showed active participation and interest when conducting environmental education programs using action learning. Students have become open to protecting the environment when they find problems, devise solutions, and practice them. After reflection, it was confirmed that students' immersion and satisfaction in class were high as a solution was reached, leading to efforts to sell items they did not use and donate profits to environmental protection organizations.

Comparison of Antioxidant and ${\alpha}$-Glucosidase Inhibition Activities among Water Extracts and Sugar Immersion Extracts of Green Pepper, Purslane and Shiitake (청고추, 쇠비름, 표고버섯의 물 추출물 및 당침액의 항산화 활성 및 ${\alpha}$-Glucosidase Inhibition 활성 비교)

  • Lee, Sung Mee;Kang, Yun Hwan;Kim, Dae Jung;Kim, Kyoung Kon;Lim, Jun Gu;Kim, Tae Woo;Choe, Myeon
    • Journal of the East Asian Society of Dietary Life
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    • v.24 no.1
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    • pp.101-108
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    • 2014
  • This study was conducted in order to compare the biological activities of water extracts and sugar immersion extracts of green pepper (Capsicum annuum L.), purslane (Portulaca oleracea L.) and shiitake (Lentinula edodes (Berk.) Pegler) by measuring total polyphenol and flavonoid contents, antioxidant activities and inhibitory effects on ${\alpha}$-amylase and ${\alpha}$-glucosidase. The contents of total polyphenols and flavonoids were higher in water extracts than in sugar immersion extracts. The anti-oxidative activities of water and sugar immersion extracts were measured using the 1,1-diphenyl-2-picrylhydrazyl (DPPH) and 2,2'-azino-bis(3-ethylbenzothiazoline-6-sulfonic acid) diammonium salt (ABTS) radical scavenging activity assay and reducing power assay. All extracts scavenged radicals in a concentration-dependent manner, and water extracts showed stronger radical scavenging activity and reducing power than sugar immersion extract. However, they all exhibited lower activities than ascorbic acid. Compared to the anti-diabetic drug acarbose, which was used as a positive control, the two types of extracts exhibited low ${\alpha}$-glucosidase inhibitory activities, although the activity of sugar immersion extracts were 2-fold higher than that of water extracts. ${\alpha}$-Amylase inhibitory action was not observed for any of the extracts. Finally, by cytotoxicity test, we confirmed that sugar immersion extracts were safer than water extracts. These results indicate that water extracts and sugar immersion extracts of green pepper, purslane and shiitake have different advantages in terms of their antioxidant and anti-diabetic effects, respectively.

Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.75-81
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    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

Implementation of Background Scene in the Virtual Reality Ship Simulator (가상현실 선박 시뮬레이터의 배경 구현)

  • 임정빈
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.11-22
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    • 2000
  • The paper describes creation methods of background scenes to implement realistic virtual environments in the VRSS (Virtual Reality Ship Simulator). VRSS is next-generation system constructed with virtual tools in a virtual space. Thus, it could have many benefits compared to conventional ship simulators composed with heavy bridge mock-up system and wide visual presentations. In this work, we developed effective 3D object modeling techniques, and constructed virtual harbor scene by using 3D-Webmaster authoring tool. The virtual harbor was built with object-oriented 3D objects modeled to interact with user's action. With the immersion-type VR system, we created virtual harbor environments in a virtual space, and discussed on the naturalness of the scene with test results of SDMPA (Semantic Differential Method for Psychophysical Assessment) by 10 subjects. As the results of subject assessment, all of the participants could felt natural-like harbor. Therefore, we found that the proposed creation methods and procedures of background scene are enabling to fit to the full mission VRSS construction.

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A Suggestion of an Efficient Communication Method of Automobile Internet Banner Advertisements

  • Park, Sang-Jin
    • International Journal of Contents
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    • v.9 no.4
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    • pp.30-34
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    • 2013
  • Internet banner advertisement has become recognized as an important media, and its influence has been increasing. The merits of Internet banner advertisement are diversity and consumer immersion. Especially, by using various types and visual expression methods, the automobile Internet banner advertisement has evolved into what attracts curiosity and interest of potential consumers. Thus, to find efficient communication method for automobile Internet banner advertisement, this study, by comprehensively analyzing various advertisement methods in previous researches, suggested an advertisement type and a visual expression method suitable to automobile Internet banner advertisement. Four types of automobile Internet banner advertisement are production form, production purpose, expression form, and advertisement area. Four visual expression methods are action form, image, change form, and moving form. And, through case analysis, this study also examined the value of the newly suggested method.