• Title/Summary/Keyword: Action immersion

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Influential Factors on the Interactivity in the Interactive Space I ; Focus on the Analysis of Intersubject & Interaction Factors (상호작용 공간의 상호작용성 영향요인 I ; 인터서브젝트(Intersubject)와 인터랙션(Interaction) 요인의 세부유형 분석을 중심으로)

  • Lee, Jeong-min
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.152-164
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    • 2010
  • Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user-centered design methodology which uses the influential factors on the interactivity. This research is the first one of three linked- studies and categorizes the three main factors on the interactivity-Interface /Intersubject/Interaction. 'Interface' is the field for the interactivity. It will be the main subject for the second study. 'Intersubject' is the performer for the interactivity. Its specific attributes are analyzed in terms of user's needs for interactivity and six subdivisions are analyzed-functional & artistic need /external & subconscious need/info-communication & sympathy need. 'Interaction' is the performance for the interactivity. Its specific attributes are discussed in terms of behavioral interactive process and again sixsub-steps are analyzed-junction/immersion/ mental model/action/transformation/neo-experience.

The Chinese Characters Learning Contents Based on Gesture Recognition Using HMM Algorithm (HMM을 이용한 제스처 인식 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Kim, Dong-Min;Lee, Chil-Woo
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1067-1074
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    • 2012
  • In this paper, we proposed a contents of Chinese characters learning based on gesture recognition using HMM(hidden markov model) algorithm. Input image of the system is obtained in 3-dimensional information from the TOF camera, and the method of gesture recognition is consisted of part of forecasting user's posture in two infrared images and part of recognizing gestures from continuous poses. In the communication between human and computer, this system provided convenience that user can manipulate it easily by not using any further equipment but action. Because this system raise immersion and interest by using two large display and various multimedia factor, it can maximize information transmission. The edutainment Chinese character contents proposed in this paper provide educational effect that use can master Chinese character naturally with interest, and it can be expected a synergy effect via content experience because it is based on gesture recognition.

Antigastric and Antiulcerative Action of a New Proton Pump Inhibitor (IY-81233) (새로운 프로톤 펌프 억제제, IY-81233의 항위염과 항궤양작용)

  • Kim, Seung-Hee;Kim, Jeen;Kang, Seog-Youn;Lee, Song-Deuk;Hong, Sung-Gul;Kim, Dong-Yeun;Moon, A-Ree
    • Biomolecules & Therapeutics
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    • v.4 no.3
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    • pp.285-290
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    • 1996
  • This study was designed to determine the effect of newly synthesized antiulcer agent, 5-pyrrolyl-6-halo-2-(pyridyl-2-methylthio)benzimidazole derivatives (IY-81233), on various experimental ulcers and on the secretion of prostaglandin $E_2(PGE_2)$ into the gastric lumen of rat. IY-81233 was previously reported to have a strong inhibitory effect on $H^+/K^$-ATPase and on gastric acid secretion in rats. Oral administration of IY-81233 at concentrations of 0.2, 2.0, and 20 mg/kg inhibited gastric lesions and duodenal ulcer induced by indomethacin, HCI-ethanol, water-immersion stress, cysteamine, and acetic acid in a dose dependent manner. Their IC$IC_{50}$ values were 3.4, 1.4, 0.8, 1.3, and 1.2 mg/kg, respectively. These results indicate that IY-81233 is a potent antiulcer agent although it is slightly less potent than omeprazole in healing of gastritis and ulcers. The secretion of $PGE_2$ into gastric lumen was also investigated in relation to the cytoprotective effect by IY-81233 in rats. The $PGE_2$ level was not changed significantly by an oral administration of IY-81233, suggesting that IY-81233 has little effect on the gastric protection. Therefore, it can be concluded that IY-81233 exerts prominent antiulcer activity by suppressing gastric acid secretion via an inhibition of a proton pump and not by protecting the gastrointestinal mucosa against various ulcerative stimuli.

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The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

Development of Action Adventure Game Including Puzzle Elements for Improving Game Immersion Degree (게임 몰입도 향상을 위한 퍼즐요소가 포함된 액션 어드벤처게임 개발)

  • Lee, Jae-Gyu;Yoo, Ri;Huh, Yeong-Joo;Jo, Eun-Bin;Kim, Do-Yeon;Park, Hyun-Dong;Lee, Mi-Ji;Seo, Ji-Hyun;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.285-287
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    • 2014
  • 본 논문은 어드벤처 게임의 몰입도를 향상시키기 위해 퍼즐요소를 추가해 개발한 게임 'Labyrinth'에 대해 다루고 있다. 'Labyrinth'는 지하유적을 탐험하며 함정을 피하고 퍼즐을 풀어 최종적으로 보물을 획득하는 게임이다. 본 논문에서는 액션 어드벤처 게임에 퍼즐요소를 추가하여 게임에 대한 사용자의 피로도를 감소시키고 몰입도를 향상시키도록 하였다.

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Study on Esthetical Experiment of Virtual Reality Cinema with Rotoscoping Technique (로토스코핑 기법을 통한 가상현실 영화의 미학적 활용 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.275-282
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    • 2017
  • With the development of digital technology, a cinematic content has been changed into various forms. Web and mobile platforms bring new forms of cinematic contents. However despite of fast growing of VR(Virtual Reality) technology, they haven't applied to cinematic contents yet. This research focused on the esthetical use of rotoscoping technique for the Virtual Reality Cinema based on the (HMD) Head Mounted Display. First, we look though on VR films 'Notes on Blindness' and 'Pearl' to find how these films express esthetical virtual space. Through this, we found out graphical space provide new esthetical experience to viewers in virtual space. Also, we analyze fantastical usages and successful cases of rotoscoping technique with the 'Waking Life' and 'Scanner Darkly' that utilize rotoscoping technique to live action image. Lastly, we utilize rotoscoping technique esthetically to the VR film 'Girl on a swing' to fulfill the viewers experience and desire.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

A Study on the Reality of Interactive Documentary : Focusing on (인터렉티브 다큐멘터리의 리얼리티에 관한 연구 : <마리보시위>를 중심으로)

  • Shi, Yu;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.332-343
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    • 2021
  • This study shows that reality in interactive documentaries can be distinguished between narrative reality and visual reality, which can be defined as a feature of reality-based interactive documentaries. This study reveals the visual reality in that all audiences who visually watched "The Maribor Uprisings" were immersed in the movie presented by the producer, and thus sympathized with the problems of non-violent protests and social conflicts through two-way communication between the audience and the actors. This study also confirms that epic reality in that it can selectively participate in the narrative of movies through questions about democracy in action. Besides, this study finds that the reality expressed in the interactive documentary deepens the audience's 'immersion', showing that the direction of the narrative can be determined by reflecting the opinions of the audience on an event or narrative of the movie. In this process, the audience was found to have the characteristics of being able to recognize and rediscover events in the movie as if they were close to them.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Influence of Carbonation for Chloride Diffusion in Concrete (탄산화 복합환경시 염소이온 확산에 관한 연구)

  • Oh Byung-Hwan;Lee Sung-Kyu;Lee Myung-Kue;Jung Sang-Hwa
    • Journal of the Korea Concrete Institute
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    • v.17 no.2 s.86
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    • pp.179-189
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    • 2005
  • Corrosion of steel due to chloride attack is a major concern in reinforced concrete structures which are located in the marine environments. In this case, Fick's 2nd law has been used for the prediction of chloride diffusion related with service life of concrete structures. However, those studies were confined mostly to the single deterioration due to chloride only, although actual environment is rather of combined type. The purpose of the present study is, therefore, to explore the influences of carbonation to chloride attack in concrete structures and to investigate the validity of Fick's law to chloride attack combined carbonation. The test results indicate that the chloride ion profiles from Fick's law using the diffusion coefficient of immersion tests is not reflected the effect of separation of chloride ions in carbonation region but valid in sound region in case of combined action. On the other hand, the chloride ion profiles from Fick's law using the diffusion coefficient of Tang and Nilsson's method coincide with test results under dry-wet condition but not under combined condition. The results of present study may Imply that the new method for the measurement of diffusion coefficient is required to predict the chloride ion profiles in case of combined action at early.