• Title/Summary/Keyword: Full immersion

Search Result 46, Processing Time 0.019 seconds

A convergence study on the influence of full immersion virtual reality on the autonomic nervous system of healthy adults (완전몰입 가상현실이 건강한 성인의 자율신경계에 미치는 영향에 대한 융복합 연구)

  • Kang, Jong-Ho;Kim, Chung-Yoo
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.3
    • /
    • pp.131-135
    • /
    • 2018
  • The purpose of the present study was to examine the effects of full immersion virtual reality (VR) on the autonomic nervous system. The study was conducted with 17 men in their 20s. The subjects were given full immersion VR content, and electrocardiogram (ECG) signals were measured for five minutes before and after the application of the full immersion VR. The autonomic nervous system was evaluated by analyzing the LF, HF, TP, and LF/HF ratio of the ECG signal. The obtained data was analyzed by conducting a paired sample t-test. After applying full immersion VR, the subjects' HF and TP decreased significantly, while their LF/HF ratio increased significantly. According to the results of this study, Full immersion VR provided stress to the autonomic nervous system, but the changes were within the normal range of healthy adults. Therefore, full immersion VR can be safely applied to healthy adults.

Comparison of Balance Ability according to the Immersion Level of Virtual Reality-based Training for the Balance Enhancement of the Elderly (노인의 균형증진을 위한 가상현실 기반 훈련의 몰입도에 따른 균형능력 비교)

  • Kim, Yeoung-Sung;Park, Min-Chull
    • PNF and Movement
    • /
    • v.16 no.2
    • /
    • pp.259-266
    • /
    • 2018
  • Purpose: This study aimed to compare balance ability according to the immersion level of virtual reality-based training for the balance enhancement of the elderly. Methods: This study included 48 elderly people aged 65 years and older (male 16, female 32). According to the immersion level of applied virtual reality training, 16, 17, and 15 persons were randomly assigned to full immersion, semi-immersion, and control groups. The subjects who were assigned to the full immersion group and semi-immersion group received virtual reality training for 6 weeks at 20 min at a time, 3 times per week. The control group received no intervention. Balance ability was evaluated by measuring the stability limit and the tandem walking test before and after the intervention. Results: Results showed significant differences among the three groups in the limit of stability of all directions and the tandem walking test after the intervention. The results of the limit of stability showed a significantly higher value in the full-immersion group than in the control group, and the results of the tandem walking test showed a significantly lower value in the full-immersion and semi-immersion groups than in the control group. Conclusion: The results indicate that the head-mounted display equipment for applying full-immersion virtual training is the most effective in enhancing the balance ability of the elderly.

The Relationships among Play Space, Play Behaviors and Playfulness of 4-Year Old Children in Childcare Centers (어린이집 만 4세 유아의 순수 놀이공간 및 놀이성과 놀이행동 간의 관계)

  • Nam, Jin Kyung;Kim, Myoung Soon
    • Korean Journal of Child Studies
    • /
    • v.35 no.2
    • /
    • pp.25-41
    • /
    • 2014
  • The purpose of this study was to investigate the relationships between play behaviors and young children's playfulness in a variety of play space environments. The subjects were 150 4-year old children of 29 mixed-age classes in childcare centers of Seoul and Gyeonggi area. The results were as follows; (1) Their play behaviors differed according to their play environment in terms of classroom spaces. Solitary-active play behaviors were more frequently observed in large play spaces than small. (2) Leading participation, cognitive flexibility, voluntary full immersion, and total playfulness scores correlated negatively with reticent behavior. Leading participation, voluntary full immersion, and total playfulness scores, on the other hand, correlated positively with group play behavior. (3) In small play spaces, leading participation, voluntary full immersion correlated negatively with reticent behavior, but leading participation correlated positively with group play. In middle play spaces, cognitive flexibility correlated negatively with reticent behavior. In large play spaces, voluntary full immersion correlated negatively with parallel play, but leading participation, cognitive flexibility, expressions of joy, voluntary full immersion, and total playfulness score correlated positively with group play.

Comparison of Flooding Tolerance for the Selection of Plants in Vegetation-Based Low Impact Development Facilities (식생기반형 LID 시설의 식재식물 선정을 위한 내침수성 비교)

  • Lee, Eun-Yeob;Hyun, Kyoung-Hak;Hou, Jin-Sung;Park, Mi-Ok;Koo, Bon-Hak
    • Journal of Environmental Impact Assessment
    • /
    • v.23 no.6
    • /
    • pp.466-476
    • /
    • 2014
  • In this study, 10 species of plants with high adaptability to aquatic environments were compared for selecting plant species suitable for vegetation-based low impact development (LID) facilities. The flooding tolerances of the plants were tested by analyzing their growth status under half-immersion and full-immersion conditions, with varying durations of immersion. In decreasing order of flooding tolerance, the comparative analysis of plant height and leaf width is as follows: Hemerocallis fulva, Juncus effusus var. decipiens, Iris pseudoacorus, Phragmites communis TRIN, Typha orientalis C.Presl, Aster koraiensis Nakai, Iris sanguinea, Equisetum hyemale, Acorus calamus. Specifically, Hemerocallis fulva, Juncus effusus var. decipiens. Iris pseudoacorus showed excellent growth status under both immersion conditions. Iris sanguinea and Equisetum hyemale. withered to death by around day 27 of the experiment, but their flooding tolerance was confirmed to be relatively high. Iris pseudoacoru showed flooding tolerance under the half-immersion condition unlike under the full-immersion condition, when compared on day 21 of the experiment. Aster koraiensis Nakai also thrived better under the half-immersion condition, proving to be a highly immersion-resistant species. On the basis of the results of this experiment, Hemerocallis fulva, Juncus effusus var. decipiens and Iris pseudoacorus, Typha orientalis C.Presl were selected as species suitable for vegetation-based LID facilities.

Studies on the Diving Bradycardia in the Athletes (운동선수에 있어서 잠수서맥에 관한 연구)

  • Park, Hae-Kun;Lim, Hyen-Jae;Lee, Kyung-Youl;Park, Chan-Hee;Kim, Jong-Chul
    • The Korean Journal of Physiology
    • /
    • v.14 no.1
    • /
    • pp.15-23
    • /
    • 1980
  • In an attempt to clarify the influence of lung volume and water temperature on the heart rate response during apneic face immersion in the trained athletes, 10 soccer players were studied while holding their breath as long as possible after full inspiration(TLC), full expiration(RV) or normal breath(FRC) with face immersion in water. The electrocardiogram(Lead II) was recorded before and during each manuever and compared with 20 control subjects. The results are summarized as follows; 1) Resting heart rate was significantly lower in the athletes than that of the control groups. 2) During apneic face immersion, severe bradycardia were observed in both groups and the heart rate was significantly lower in the athletes than that of the control groups. 3) The degree of the bradycardia (maximum percent reduction of heart rate, HRmax.) were inversely propotional to the lung volume and water temperature. In the above results, bradycardial response was more sensitive in the athletes than the control. It was suggested that diving bradycardia was related to the gas content in the lung and reflex from the cold receptor in the face.

  • PDF

Effect of Curing Conditions on the ASR of Lightweight Aggregate Concrete (양생조건이 경량골재 콘크리트의 ASR에 미치는 영향)

  • 성찬용;김성완;민정기
    • Magazine of the Korean Society of Agricultural Engineers
    • /
    • v.35 no.4
    • /
    • pp.38-46
    • /
    • 1993
  • This study is to analyze effect of exposure environment and mode of ASR on the engineering properties of synthetic lightweight aggregate concrete, such as dynamic modulus of elasticity and ultrasonic pulse velocity. The results of this study are summarized as foflows ; 1. The expansion rate of each exposure environment in 380$^{\circ}$C and NaCI 4% solution was shown higher than in 20$^{\circ}$C and normal water. The expansion rate of each exposure mode was largely shown in order of fjill immersion, wetting/drying, half immersion. 2. The dynamic modulus of elasticty and ultrasonic pulse velocity of each exposure environment in 38$^{\circ}$C and NaCl 4% solution was shown less than in 20$^{\circ}$C and normal water. The dynamic modulus of elasticity and ultrasonic pulse velocity of each exposure mode was shown smaller in order of full immersion, wetting/drying, half imersion.3. The relation between dynamic modulus of elasticity and ultrasonic pulse velocity was highly significant. The dynamic modulus of elasticity was increased with increase of ultrasonic pulse velocity. The decreasing rate of the dynamic modulus of elasticity was shown 2.1~3.4 times higher than the ultrasonic pulse velocity at each age, exposure environment and mode, respectively. 4. The expansion of each exposure environment and mode was increased with increase of curing age. The dynamic modulus of elasticity and ultrasonic pulse velocity of those concrete was increased with increase of curing age. At the curing age 28 days, the highest properties was showed at each type concrete, it was gradually decreased with increase of curing age. Specially, at the curing age 98 days of full immersion, the rate of expansion of type D was shown 3.95 times higher than the type A. But the dynamic modulus of elasticity and ultrasonic pulse velocity was decreased 17% and 8.3%.

  • PDF

Study on the Immersion by the American Audience's Biotic Response to Narrative of and (<블라인드 사이드>와 <행오버>의 서사에 대한 미국 관객의 생체반응에 의한 몰입도 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.2
    • /
    • pp.652-660
    • /
    • 2018
  • The common point between and is that the immersion was high at the point where all the place movements occurred in the narrative before the full-blown incident occurred. The immersion level showed the maximum at the turning point that passed to the place. Seven key events occur, and the audience's immersion is peaking at the time of each incident. The core event and the immersion are highly correlated. It is at a point where the background, such as movement from the third act, where the most central event is solved, or return to the original place, is changing. The immersion degree of the audience is closely related to the narrative from the first film to the third film of the narrative.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
    • /
    • s.41
    • /
    • pp.533-552
    • /
    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

A study on retrospective structure in narrative comics -Focusing on webtoon - (서사만화에서의 회상구조 연구 -웹툰 <무빙>을 중심으로-)

  • Kim, Seong-jae;Lee, Hae-kwang
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.107-128
    • /
    • 2017
  • Time is an indispensable element in creating a story. This makes comics artists use various time techniques such as prolepsis, summary, ellipsis and flashback to increase immersion in story when they create comics. This is intended to make a study on retrospective structure among various temporal structures. Retrospective structure means progress in different time sequence, and increases immersion by making readers become strained or relaxed. Besides, retrospective structure plays a role of increasing or decreasing the pace of story. The person who systematically put the retrospective structure into shape is $G\acute{e}rard$ Genette. He in his book "Narrative Discourse" classified retrospective structure into three types. These are made up of structure of analepse externes, analepse internes and analepse mixted. This makes a study on retrospective structure in narrative comics based on $G\acute{e}rard$ Genette's retrospective structure. To this end, Kang Full's webtoon was analyzed. The reason to analyze Kang Full's is that this work has storyline where things happening in parental generation is interwined with things in offspring generation, accordingly this is work suitable for studying the retrospective structure. This study is intended to examine whether three retrospective structures suggested by $G\acute{e}rard$ Genette are actually used through an analysis of , and as a result, it is intended to prove the fact that retrospective structure has an effect on immersion in work.

The Development and Validity of the Children's Playfulness Rating Scale (유아용 놀이성 평정 척도 개발 및 타당화 연구)

  • Kim, Myoung-Soon;Kim, Gil-Sook;Park, Chan-Hwa
    • Korean Journal of Child Studies
    • /
    • v.33 no.2
    • /
    • pp.69-89
    • /
    • 2012
  • This study was conducted in order to develop a Children's Playfulness Rating Scale(CPRS) and to analyze it in terms of item discrimination, validity, and reliability. The participants in this study consisted of 861 parents whose children were aged from three to six years old. The item discrimination, determined by comparing the highest and lowest group using ${\chi}^2$, Cramer's V, was found to be satisfactory. The reliability of factors, as measured by Cronbach's ${\alpha}$, ranged from .85 to .95. The results of factor analysis identified 4 factors and 35 items were then selected from the 45 items in the original scale. The four factors identified were as follows; (1) leading participation (2) cognitive flexibility (3) expression of joy (4) voluntary full immersion. Concurrent validity was also established by using correlations between the CPRS and CPS(Children's Playfulness Scale). In conclusion, these results demonstrated that the Children's Playfulness Rating Scale is both reliable and valid.