• Title/Summary/Keyword: First-person

Search Result 1,611, Processing Time 0.039 seconds

Comparative Study on Attitudes toward the Disabled person of University Students (대학생의 신체 장애인에 대한 인식과 태도 비교 연구)

  • Kim, Mi-Hee
    • The Korean Journal of Emergency Medical Services
    • /
    • v.10 no.2
    • /
    • pp.5-14
    • /
    • 2006
  • The purpose of this study was supply basic information and positive attitude needed to understand the disabled person through the analysing EMT Dept. student reaction on the disabled person. The subjects for this study were 251 students from G-college in In-Cheon City. The subjects were separated as the EMT dept. students and general dept student. The instrument used for this study were Lazer. Bonett and Granaff(1973). The scale of attitude on the disabled person. Data were analyzed by use of two-sample t-test and correlation coefficient with SAS program. Results are as follows ; 1. Frist, the EMT Dept. students showed more positive and optimistic attitude on the disabled person as safety prevention with their family life and safety prevention with first impression, but the general dept. student showed more positive and optimistic attitude on the disabled person as safety prevention with their self-consciousness, safety prevention with operative capacity, safety prevention with social life and safety prevention with school life. 2. Second, on attitude of 1 or 2 grade, first grade showed more positive and optimistic attitude on the disabled person as safety prevention with self-consciousness and safety prevention with operative capacity. Second grade showed more positive and optimistic attitude on the disabled person as safety prevention with social life, safety prevention with family life and safety prevention with school life. and first impression. But disabled person as safety prevention with self-consciousness, safety prevention with operative capacity, safety prevention with social life, safety prevention with school life and first impression. 3. Third, in interrelation effect analysing each section department and grade. They showed and interrelated more positive and optimistic attitude on the disabled person as safety prevention with their social life and first impression. As a results, it is important to understand disabled person whose physical condition. Especially, this study suggests to need to endeavor safety prevention for disabled person.

  • PDF

Screen Image and Subjectivity of 3D First-Person Shooting Game (3D 1인칭 슈팅 게임에서의 시각적 요소와 주체)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
    • /
    • v.10 no.3
    • /
    • pp.37-45
    • /
    • 2010
  • This study examines the characteristics of screen image of 3D first-person shooting games and the newly created subjectivity by that image. 3D first-person shooting games create immersion by remediating the visual experience in the real world. The construction of subjective perspectives and comparatively clear interface are the important features of 3D first-person shooting games. The subjectivity created by this games' image is different from the subjectivity constructed by suture of film. Gamers have the dominant position of the subject of looking, gaming and narrating, but the narrating position is never permanent nor stable. Because the position has the limited sight of first-person, not the comprehensive sight of third-person.

Analyses on Characteristics and Usage of Digital Game Viewpoint: Why do Games use Third-person Viewpoint more often than First-person Viewpoint? (디지털 게임 시점의 특징과 사용 이유 분석: 왜 게임들은 1인칭 시점보다 3인칭 시점을 더 많이 사용하는가?)

  • Ryu, YeSeul;O.Li, Hyung-Chul;Kim, ShinWoo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.75-83
    • /
    • 2015
  • The viewpoint of a digital game is a prime factor that determines user immersion, and first-person viewpoint is known to produce greatest immersion. However, most games adopt third-person viewpoint rather than first-person viewpoint. This study analyzed the reason for the preference of third-person viewpoint. First, six viewpoints were defined by combining three viewpoints (first-, third-person, omniscient viewpoints) and two distances (proximal, distal) between camera and game character. Then 100 games which received high ratings during the past 10 years were sampled, and the frequencies of viewpoint choices and genres were analyzed. Overall, the results showed that games have strong preference for third-person viewpoint. However, preferred viewpoints differed depending on genres, for example, most shooting games used first-person, proximal viewpoint. This result could have arisen because both characteristics of a game and field of view have influenced choice of viewpoint. That is, many games adopt third-person viewpoint because developers consider not only user immersion but also scene visibility.

The Third- and First-Person Effects of Election Polling News Through Emotions

  • Kim, Hyunjung
    • Asian Journal for Public Opinion Research
    • /
    • v.10 no.4
    • /
    • pp.262-276
    • /
    • 2022
  • In this study, we examine how the third- and first-person perceptions of election polling news are linked to voters' political behaviors through anxiety and pride. The results of two web-based surveys conducted before and after the 2022 local elections in South Korea demonstrate that the third-person perception of election polling news is directly and indirectly linked to support for restrictions on media reports of election poll results through anxiety. The first-person perception of polling news is positively associated with reinforcement of support for the preferred candidate. These results suggest that how voters perceive the effects of polling news may have actual impacts on their political behaviors.

Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments (응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교)

  • Lee, Hyo-Ju;Shin, Sang-Yol;Jung, Eun-Kyung
    • The Korean Journal of Emergency Medical Services
    • /
    • v.24 no.3
    • /
    • pp.55-63
    • /
    • 2020
  • Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1489-1494
    • /
    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Quantitative Evidence on the Uses of the First Person Pronoun (I and We) in Journal Paper Abstracts (논문 초록상 사용되는 일인칭 대명사(I, We)의 수량적 활용도)

  • Kim, Eungi
    • Journal of the Korean Society for information Management
    • /
    • v.32 no.1
    • /
    • pp.227-243
    • /
    • 2015
  • The objective of this research was to quantitatively examine the uses of first person pronouns in academic journal paper abstracts. An approximate total of 144,400 abstracts that comprising of four disciplines (chemistry, computer sciences, social sciences, and medicine) from nine countries (China, Germany, India, Japan, South Korea, France, Spain, United Kingdom, and U.S.) were quantitatively examined. By exploring the use of first person pronoun in abstracts, this paper examined the current practices among academics in the world. The results indicate the norms of each author's country and the norms of each discipline. Furthermore, the frequency-count result of this study contradicted viewpoints of academics who disapprove the use of personal person expressions in abstracts. An implication of this study is that there is a need for academics to acknowledge the uses of first person pronoun in the real world before forming personal opinions regarding the first person pronoun.

CONTINUOUS PERSON TRACKING ACROSS MULTIPLE ACTIVE CAMERAS USING SHAPE AND COLOR CUES

  • Bumrungkiat, N.;Aramvith, S.;Chalidabhongse, T.H.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.136-141
    • /
    • 2009
  • This paper proposed a framework for handover method in continuously tracking a person of interest across cooperative pan-tilt-zoom (PTZ) cameras. The algorithm here is based on a robust non-parametric technique for climbing density gradients to find the peak of probability distributions called the mean shift algorithm. Most tracking algorithms use only one cue (such as color). The color features are not always discriminative enough for target localization because illumination or viewpoints tend to change. Moreover the background may be of a color similar to that of the target. In our proposed system, the continuous person tracking across cooperative PTZ cameras by mean shift tracking that using color and shape histogram to be feature distributions. Color and shape distributions of interested person are used to register the target person across cameras. For the first camera, we select interested person for tracking using skin color, cloth color and boundary of body. To handover tracking process between two cameras, the second camera receives color and shape cues of a target person from the first camera and using linear color calibration to help with handover process. Our experimental results demonstrate color and shape feature in mean shift algorithm is capable for continuously and accurately track the target person across cameras.

  • PDF

From Thinking to Action: The Moderating Effect of Perspective Taking on Embodied Cognition

  • Min, Dongwon;Kang, Hyunmo
    • Asia Marketing Journal
    • /
    • v.15 no.2
    • /
    • pp.117-132
    • /
    • 2013
  • Recent developments in embodied cognition suggest that people process environmental information by using their bodily state and mental simulation. The focus of embodiment theory is that cognitive processing is based on the interaction among the body, the mind, and the world. Based on embodied theories of cognition, the authors predict that when the representation of marathon running is activated, bodily feedback such as tiredness and thirst will occur because mental simulation of marathon running contains sensorimotor representation of marathon running. As a result, it is predicted that participants primed with marathon runner will have more desire to have products that enable thirsty-quenching. Specifically, this research proposes that consumers' tendency to adopt the perspective of others influences embodied cognition, since perspective taking leads people to assimilate their own self-judgments and behaviors toward the cognitive representations of others. An experiment reveals that both perceptual and cognitive perspective taking tendencies moderate how participants respond to the contextual cues. The effect of perspective taking is moderated by whether participants are prompted to adopt a first-person view or a third-person view. In detail, among the high perspective takers, those in the marathon-first-person condition drink more the mineral water than those in the marathon-third-person condition, who in turn drink more the mineral water than those in the control condition. Among the low perceptual perspective takers, however, there are no significant differences in the amount of mineral water intake. This research delivers important insights for advertising messages. When being exposed to an advertisement, high perspective taking consumers may be more engaged in the advertised message than low perspective taking consumers, which in turn high (vs. low) perspective taking consumers' tendency to respond behaviorally consistent with the message may be higher. Based on the findings of this research, if the message induces the high perspective taking consumers to have a first- (vs. third-) person view, this effect may be stronger. Moreover, if the advertising message contains behaviors, such as using the target product, inducing consumers to mimic the behaviors seems to bring more behavioral responses which marketers intend.

  • PDF

Meal-related time use of employees living in one-person and multi-person households: A comparison focused on gender and age differences (1인가구 근로자의 식사 관련 시간 분석: 다인가구와의 비교 및 성별·연령대별 차이를 중심으로)

  • Kim, Yoo-Kyung
    • Journal of Family Resource Management and Policy Review
    • /
    • v.22 no.3
    • /
    • pp.21-41
    • /
    • 2018
  • This study determined the characteristics of meal-related time use among employees living in one-person and multi-person households by conducting a comparison focused on gender and age differences. Among the questionnaires distributed to employees during the 2014 Korean Time Use Survey, 19,692 were used for final analysis. The results were as follows: First, the one-person households had shorter meal-related time use than did the multi-person households, except for the time spent having snacks and beverages. Second, meal-related time use was generally longer in non-working days than in workdays. Third, gender differences in meal-related time use were observed, with the more significant ones being the differences in time devoted to meal preparation and dishwashing. Fourth, in both the one-person and multi-person households, women spent a longer amount of time preparing meals and washing dishes than did men, but this difference was greater in multi-person households. Fifth, old individuals spend a longer time preparing meals and washing dishes than did young individuals. Policies must be enforced to improve the quality of diets in one-person households. Such households should also be provided nutrition education to increase their awareness of the importance of healthy and regular meals. Another essential requirement of policy is the provision of gender equality education for both the one-person and multi-person households.