• Title/Summary/Keyword: Emotional Immersion

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The Effects of Social Media Engagement of e-Sports Broadcasting Viewers on Viewing Commitment, Viewing Satisfaction and loyalty

  • Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.213-221
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    • 2022
  • The purpose of this study is to investigate the structural relationship between media engagement, viewing immersion, viewing satisfaction, and loyalty of e-sports viewers. In order to achieve the purpose of this study, a survey was conducted on 300 college students with experience in watching e-sports in Seoul, Gyeonggi-do, and Chungnam. Data processing was done with SPSS 26 for frequency analysis, Cronbach's α analysis. Also, AMOS 13 was used for confirmatory factor analysis and structural equation model analysis. We have the following results. first, among the sub-factors of media engagement, functional engagement and communal engagement had a significant effect on viewing commitment. Second, among the sub-factors of media engagement, emotional engagement had a significant effect on viewing satisfaction. Third, it was found that viewing commitment and viewing satisfaction had a significant effect on loyalty. From the results of this study, it can be seen that the media engagement of e-sports viewers affects loyalty through viewing commitment and viewing satisfaction.

The Effect of Matching between Odor and Color on Video Reality and Sense of Immersion (향과 색의 어울림이 영상 실감과 몰입감에 미치는 효과)

  • Lee, Guk-Hee;Li, Hyung-Chul O.;Bang, Dongmin;Ahn, ChungHyun;Ki, MyungSeok;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.877-895
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    • 2014
  • It is common sense that providing specific odor can increase the video reality when video scene has an object having specific odor. However, people still do not know how to increase video reality and emotional immersion when there is no information on specific odor in the scene. So, present study explores how we improve video reality and immersion when the scene has no concrete odor information from some objects. Especially, this research focuses on diverse previous studies about matching between odor and color and then we expect providing odor can increase video reality if the odor is well-matched with the video's color. To do this, we collected 48 odors and investigated which color was well-matched with each odor. As a result, we get 5 odors which had clearly well-matched colors and decide ill-matched colors of those 5 odors as complementary colors of well-matched colors (Experiment 1). After that, we organize 3 conditions such as coloring image and video clip with well-matched color (color-odor match condition), coloring those with ill-matched color (color-odor mismatch condition), and coloring those with achromatic color by removing color saturation (color-odor neutral condition). Under each of these three conditions, image-odor matching, increment of reality with the odor, increment of immersion with the odor, and odor preference are asked (Experiment 2; 3). The results showed that the scores of all 4 questions in color-odor match condition were higher than color-odor mismatch condition and neutral condition. These results mean that providing matching odor with the scene's color in video is very effective to increase video reality and immersion. We expect experiencing better reality and immersion with olfactory information by adding various future research.

The Effects on Internal Marketing, Social Exchange Relations and Personal Characteristic of Business Accomplishment in Self-Support Center Employee -Mediated Effects of Organizational Immersion- (지역자활센터 종사자의 내부마케팅, 사회적 교환관계, 개인특성이 사업성과에 미치는 영향에 대한 연구 -조직몰입 매개효과-)

  • Kim, Woon-Ki;Jung, Min-Suk
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.263-276
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    • 2013
  • The research analyzed to verify that self-support center employee's internal marketing, social exchange relation and personal characteristic effect on self-support program which is essential to provide job and to progress self-support ability for workable low-income group. The research used questionnaires of 156 substances to analyze in self-support center employee within Gwang-Ju area. The questionnaire was analyzed using statistical package for the social sciences(SPSS) program and it used factor analysis, reliability analysis and especially hierarchical regression multiple analysis for hypothesis test. The result of research that self-support center employee's education, training, delegation of authority and job efficacy effect on maximize business result through mediated effect of emotional immersion. Therefore, the research proposes improvement of self-support center employee's education, training, delegation of authority and job efficacy.

Effects of Linguistic Immersion Synthesis on Foreign Language Learning Using Virtual Reality Agents (가상현실 에이전트 외국어 교사를 활용한 외국어 학습의 몰입 융합 효과)

  • Kang, Jeonghyun;Kwon, Seulhee;Chung, Donghun
    • Informatization Policy
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    • v.31 no.1
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    • pp.32-52
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    • 2024
  • This study investigates the effectiveness of virtual reality agents as foreign language instructors with focus on the impact of different native language backgrounds and instructional roles. The agents were first distinguished as native or non-native speakers treated as a between-subject factor, and then assigned roles as either teachers or salespersons considered within-subject factors. An immersive virtual environment was developed for this experiment, and a 2×2 mixed factorial design was carried out. In an experimental group of 72 university students, statistically significant interactions were found in learning satisfaction, memory, and recall between the native/non-native status of the agents and their roles. With regard to learning confidence and presence, however, no statistically significant differences were observed in both interaction effects and main effects. Contextual learning in a virtual environment was found to enhance learning effectiveness and satisfaction, with the nativeness and the role of agents influencing learners' memory; thus highlighting the effectiveness of using virtual reality agents in foreign language learning. This suggests that varied approaches can have positive cognitive and emotional impacts on learners, thereby providing valuable theoretical and empirical implications.

The Effect of Trance Media Using Webtoon on Loyalty and Perceived Pleasure - Focusing on The Mediating Effect of Commitment and The Moderating Effect of Gender - (웹툰을 활용한 트랜스 미디어가 충성도 및 지각된 즐거움에 미치는 영향 - 몰입의 매개효과 및 성별의 조절효과를 중심으로 -)

  • Liu, Fan-Jia;Choi, Eun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.295-306
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    • 2022
  • This study examined the effects and roles of transmedia such as trailer (i.e., trailer) and webtoon OST (i.e., Original Sound Track), which have recently served as extended content in webtoons. In recent years, the number of transmedias using webtoons has increased rapidly, and production and consumption in various directions have been taking place. However, studies on whether these contents lead to positive emotions and attitudes toward webtoons are not actively conducted. Therefore, this paper examined the effect through loyalty and perceived enjoyment, and found that 'increasing immersion in content through transmedia' plays a major role as a major variable. In addition, it is determined whether these mechanisms appear differently by gender, and in the case of women, media consumption tends to be based on emotional signals compared to men, so transmedia will further increase the level of immersion, but webtoon content did not show gender effects on media consumption. This is a meaningful result that shows that in general, media consumption methods according to gender appear differently in webtoons. Therefore, based on the results, this study presented directions and implications to keep in mind when planning the production of various transmedias using webtoons.

A Study on the Relationship between Emotional Problems and Game Commitment in Adolescents (청소년의 정서문제와 게임 몰입의 관련성에 대한 연구)

  • Cho, Ok Hue;Huh, Myo Yeon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.101-110
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    • 2018
  • This thesis analyzed the correlation between the psychological characteristics of adolescents and the use of games in the first year students of the national high school in 2016. The game is one of the representative entertainment industries in Korea and is an industry that has a great influence on becoming a powerhouse as cultural contents. However, games and immersion are expressed as a negative vocabulary of game addiction and are referred to as social problems and youth problems, and they give negative perception to the content of games. All users have the right to enjoy the content, but only negative words are used in poisonous games and they are packed as if they are social problems. In the present study, many emotional problems that were derived from previous studies were not related to game use in general adolescents. Through the questions related to 'depression', students who are not motivated or energy. The results of this study are as follows. First, the positive effects of game and youth emotional problems were derived through the conclusion that students who are active and emotionally bright are more likely to use game contents. This study was conducted to help change the social perception of the game positively by breaking the social fixed point of view that the emotionally troubled adolescents engage with the game and cause social problems.

A Study on the Effect of the Interaction and Flow of Consumers within the Company SNS on the Consumers' Affection (기업 SNS 내 소비자의 상호작용과 몰입이 소비자의 애착에 미치는 영향에 관한 연구)

  • Kim, Han-Joo
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.231-250
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    • 2015
  • This study is about the effect of interaction and flow of consumers within the company SNS on the consumers' affection. Verification took place through empirical analysis based on the theoretical background. The following is the summary of the research results generated based on the research results. First, correlation between aspect of the motivation for the use of contents and interactivity is as follows. Mutual sense of solidarity (Hypothesis 1-1), influence (Hypothesis 1-2), connectivity (Hypothesis 1-3) and reactivity (Hypothesis 1-4) exerted positive(+) on the interaction. Second, correlation between aspect of the motivation for the use of contents and flow is as follows. Mutual sense of solidarity (Hypothesis 2-1), influence (Hypothesis 2-2) and connectivity (Hypothesis 2-3) exerted positive(+) effect on immersion. Meanwhile, reactivity (Hypothesis 1-4) was not statistically significant when it comes to flow. Third, interaction between contents characteristics and interaction exerted positive(+) positive on the interactivity of entertainingness (Hypothesis 3-1) and informativity (Hypothesis 3-2). Fourth, correlation between contents characteristics and flow was examined, which demonstrated that only informativity (Hypothesis 4-2) exerted positive(+) effect on the immersion. Meanwhile, entertainingness was not statistically significant when it comes to the immersion. Lastly, correlation between interaction, flow and affection is as follows. Correlation between interactivity and flow(Hypothesis 5) was not statistically significant while interactivity(Hypothesis 6) and Flow(Hypothesis 7) exerted positive(+) effect on the affection. This study presents diverse implications and significances to the working level people who use the company SNS based on these results.

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Research about The Effect of Customer-Brand Relationship of Fashion Social Brand on Brand Equity (패션 사회적 브랜드-소비자 관계가 브랜드 자산에 미치는 영향 연구)

  • Na, Youn Kue
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.1-14
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    • 2016
  • 사회적기업의 브랜드를 추구하는 패션 소비층은 개인적인 가치 기준을 바탕으로 합리적인 소비생활을 하며 브랜드 이미지를 중시하고 자신만의 감도를 찾는 공통된 특징을 가지고 있다. 이러한 추세에 따라 패션 사회적 브랜드는 새로운 각도에서 소비자들을 이해하며 환경변화에 능동적으로 대응할 필요성이 요구되고 있다. 이에 본 연구에서는 패션 사회적 브랜드-소비자 관계의 세부적 요인이 브랜드 자산 구성요소들에 미치는 구조적 관계에 대해 규명하며, 연구결과를 기준으로 패션사회적 브랜드가 소비자의 구매행동을 예측하여 보다 효율적인 브랜드 전략을 진행하는데 있어 시사점을 제공하고자 한다. 이를 위해 2015년 4월 1일부터 30일까지 ${\bigcirc}{\bigcirc}$ 패션 사회적 브랜드 상품구매경험자를 800명을 대상으로 설문을 실시하였으며, SPSS 20.0, AMOS 20.0을 사용하여, 빈도분석, 신뢰도 분석, 요인분석 및 경로분석을 실시하였다. 이상을 바탕으로 도출된 연구결과는 다음과 같다. 첫째, 브랜드-소비자 관계의 행위적 몰입, 인지적 믿음은 브랜드 인지도에 유의한 영향을 미쳤으나, 감성적 유대는 브랜드 인지도에 영향을 미치지 않았다. 둘째, 브랜드-소비자 관계의 행위적 몰입, 감성적 유대, 인지적 믿음은 브랜드 이미지에 유의한 영향을 미쳤다. 셋째, 패션 사회적 브랜드 이미지는 브랜드 태도 및 브랜드 충성도에 유의한 영향을 미쳤다. 넷째, 패션 사회적 브랜드의 지각된 품질은 브랜드 이미지, 브랜드 태도, 브랜드 충성도에 유의한 영향을 미쳤다. 다섯째, 패션 사회적 브랜드 태도는 브랜드 충성도에 유의한 영향을 미쳤다.

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Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.309-316
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    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.23-32
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    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

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