• Title/Summary/Keyword: Action immersion

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Characteristics of contemporary fashion shows affected by intermedia (인터미디어 특성이 나타난 현대 패션쇼 연출 특성)

  • Lee, Seulah;Lee, Yoon Mee;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.27 no.6
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    • pp.582-598
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    • 2019
  • Intermedia is a term that refers to the convergence of different media. It has not only enabled the delivery of brand message but also developed interactive communication in a contemporary fashion show context. This study investigates the presentation methods of contemporary fashion shows affected by intermedia. We examined the research and theory related to intermedia and fashion shows by accessing articles since the 2000s concerning 252 shows by 30 designers that tended to demonstrate the use of intermedia. Our analysis highlighted four particular characteristics: "medium scalability" (the unity of art and fashion and the unity of life and fashion); "synesthetic flow" (the audience's emotional immersion, represented by the actual performance and performances of the models); "participatory accessibility" (performance participation through action and instrumental support); and "immaterial symbolization" (an intuitive symbol that emphasizes both the direct outward appearance and the metaphorical symbolism so that the object is expressed in a figurative sense). From these results, we identified considerable synergy between the characteristics of intermedia and contemporary fashion shows. Therefore, it might be useful to conduct an experimental study on this area of research.

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.113-122
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    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.

AI Pattern of the Side-scrolling Action Game (횡 스크롤액션 게임의 AI패턴 연구)

  • Cho, Ui-Ddum;Kim, Seung-Hyeon;Lee, Hee-Seok;Lee, Da-Som;Myeong, Jin-Lee;Lee, Hyun-Woo;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.289-292
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    • 2014
  • 게임에서 AI(Artificial Intelligence)는 게임의 재미요소와 가장 밀접한 부분이며, 대부분의 게임에 포함되어 있다. 그러나 단순한 AI패턴은 게임플레이에 지속성을 저하시키며 게임의 재미요소 하락시키는 원인이 되기도 한다. 본 논문에서는 이러한 문제점을 극복하기 위해, 2D 횡 스크롤 액션 게임으로 "아트록스"를 개발하여 게임의 흥미를 높일 수 있는 AI패턴을 연구하였다.

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Studies on Antiulcer Effects of DA-9601, an Artemisia herba Extract against Experimental Gastric Ulcers and Its Mechanism (애엽추출물, DA-9601의 실험적 위궤양 모델에 대한 항궤양 효과 및 기전 연구)

  • 오태영;류병권;박정배;이상득;김원배;양중익;이은방
    • Biomolecules & Therapeutics
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    • v.4 no.2
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    • pp.111-121
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    • 1996
  • Antiulcer effects of Artemisia herba extract (DA-9601) were evaluated in various types of experimental gastric ulcer induced in rats. And the effects of DA-9601 on mucus, basal and stimulated gastric acid secretion were also investigated in rats. DA-9601 (12.5∼400 mg/kg, p.o.) prevented the formation of gastric ulcers induced by 60% EtOH in 150 mM HC1, restraint water immersion stress, platelet activating factor (PAF), aspirin in 150 mM HCI with Pylorus-ligation and indomethacin. DA-9601 (4∼400 mg/kg, p.o.) significantly accelerated the healing rate of acetic acid-induced gastric ulcer and significantly stimulated mucus secretion in a dose-dependent manner. DA-9601 (20∼200 mg/kg, i.d.), however, did not inhibit basal gastric acid secretion in pylorus ligated rats and DA-9601 (200 mg/kg, i.d.) failed to influence histamine-, pentagastrin- and carbachol- stimulated gastric acid secretion. These results suggest that DA-9601 has inhibitory action on gastric lesion and ulceration through increasing mucus secretion in the stomach of rats without influencing basal and stimulated gastric acid secretion.

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A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.401-406
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    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

The Suppressive Action of Electroacupuncture on Cold Allodynia Development in the Rat Model of Neuropathic Pain (전침(電鍼)이 신경병증성(神經病症性) 냉이질통(冷異質痛) 발생(發生) 억제(抑制)에 미치는 영향(影響))

  • Park, Sang-Min;Lee, Yun-Ho;Kang, Sung-Keel
    • Journal of Acupuncture Research
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    • v.22 no.6
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    • pp.27-36
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    • 2005
  • Introduction : The aim of the study is to investigate the suppressive action of electroacupuncture on cold alloynia development in the rat model of neuopathic pain. Methods : To produce neuropathic pain, the right superior caudal trunk was resected $1{\sim}2\;mm$ between S1 and S2 spinal nerves. The rats were divided into control and four electroacupuncture groups: Two electroacupuncture groups were given 2 Hz or 100 Hz electroacupuncture for 20 minutes everyday after the sacral nerve injury. Other two electroacupuncture groups were given 2 Hz or 100 Hz electroacupuncture for 20 minutes just one session at one hour after the sacral nerve injury. The right point of Joksamni (ST36) was applied for electroacupuncture. The control group was induced neuropathic pain without electroacupuncture. The cold allodynia was assessed by immersing the tail in $4^{\circ}C$ water. The latency to an abrupt tail movement after rat tail immersion was measured with a cut-off time of 15 sec at 4th, 7th and 14th day after the sacral nerve injury. Results : The results were as follows; 1. At 4th experimental day, there were no significant differences between 2 Hz or 100 Hz electroacupuncture groups and the control group. 2. At 7th experimental day, everyday 2 Hz or 100 Hz electroacupuncture groups showed significant differences compared with the control group. But There were no significant differences between 2 Hz and 100 Hz electroacupuncture groups. 3. At 14th experimental day, everyday 2 Hz electroacupuncture group showed significant differences compared with the control group. But everyday 100 Hz electroacupuncture group showed no significant difference compared with the control group and everyday 2 Hz electroacupuncture group. 4. There were no significant differences between the control and 2 Hz or 100 Hz electroacupuncture groups which were done just one session at one hour after the surgery. 5. Everyday 2 Hz electroacupuncture group showed significant differences in the one session of the 100 Hz electroacupuncture group. Conclusion : Everyday 2 Hz electroacupuncture exerts a suppressive action on cold allodynia development in the rat model of neuropathic pain.

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A Study on the Directorial Approaches of by Juan Mayorga (후안 마요르가 작 <하멜린> 연출적 접근방법 연구)

  • Lee, Seo-A;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.161-180
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    • 2021
  • The purpose of this study is to define Juan Mayorga's play Hamelin as a Post-Epic Theatre and to study the practical directing technique for Hamelin as a Post-Epic Theatre. Post-Epic Theatre, which appeared after the Post-drama, has the purpose of presenting social issues, communicating interactively between the actors and the audience, and making the audience think about the issues presented by the techniques of immersion and alienation. To this end, after examining the theoretical background of the Post-Epic Theatre, the characteristics of the Post-Epic Theatre of Hamelin were identified and based on these features, '1. Building a visual image based on a Cubistic multifocal concept' and '2. The concept of directing was derived from reinforcing Meta-drama through role-playing'. Next, the actual directing technique was discussed, focusing on the chain action of immersion and alienation that occurs in the form of communication between actors and audiences. '1. Presenting the characteristics of the work through Post-Epic Theatre scenography', '2. Co-existence of actors and characters', '3. Building and utilizing body-centered gestus' are them. As a result, demanding an active attitude from the audience, various experiences such as critical thinking of the audience, strengthening the characteristics of post-epic dramas, and active meaning creation were made possible.

Effects of Athlete Career and Competition Participation Frequency on Exercise Commitment of Women University Taekwondo Athletes (여자 대학 태권도 선수들의 선수 경력과 대회 참가빈도가 운동몰입에 미치는 영향)

  • Sung-Min Son;Byung-O Ahn
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.3
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    • pp.476-483
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    • 2023
  • This study aimed to analyze the effects of athletic career and competition participation frequency on exercise commitment of women university taekwondo athletes. Study subjects were 20 women university taekwondo athletes. Athletic career and competition participation frequency was assessed by 4-points scale and the higher points indicate the higher level of each variables. Exercise commitment was assessed by Exercise Commitment Scale. The assessment consists of a total of 8 questions, 4 of which are action immersion and 4 of cognitive immersion, and is evaluated using a 5-point Likert scale. The higher the score, the higher the level of exercise commitment. As the results, positive relationship showed both correlation and casual relationship analysis between competition participation frequency and exercise commitment. Negative casual relationship (-) showed between athletic career and exercise commitment. These results indicated that the increase of competition participation frequency affects the exercise commitment and the longer of athletic career indicates the decrease the level of exercise commitment. Thus, to improve the exercise commitment of women university taekwondo athletes, the competition participation frequency and athletic career should be considered.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Digilog Book Interaction Design Using Augmented Reality(AR) (Focused on Children's Books) (증강현실(AR)을 활용한 디지로그 북 인터랙션디자인 연구 (아동 서적물 중심으로))

  • Jung, Yong-Won;Ju, Min-Kyung;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.425-433
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    • 2020
  • Digilog book using augmented reality is a form that augmented reality is implemented by illuminating the camera embedded in the mobile image on the page registered as an image marker after downloading the application, which shows a fragmentary limitation in the content implementation method. Therefore, in this study, we proposed a pop-up multi-tracking method that enables two-way interaction in a digit log book using augmented reality technology. Through this, we commissioned an authorized agency to test the technical differentiation of augmented reality content for two prototypes of existing book-type Digilog Book and Pop-up-type Digilog Book. A test report was issued. The pop-up type digit log book suggested in this study enables the user to implement the interactive contents according to the user's action (movement). This can induce the interaction between the virtual image and the printed picture book and give the learner an interest and immersion, so that it is possible to express the interaction of the digital log book.