• Title/Summary/Keyword: Immersion Method

Search Result 625, Processing Time 0.023 seconds

Plantar Hypoesthesia Alters Gait Kinematics Pattern in Individuals with and without Chronic Ankle Instability (만성 발목 불안정성 환자군과 정상인 군의 발바닥 감각기능 저하에 따른 운동학적 보행 패턴의 변화)

  • Kang, Tae Kyu;Lee, Sae Yong;Lee, Inje;Kim, Byong Hun;Jeong, Hee Seong;Kim, Chang Young
    • Korean Journal of Applied Biomechanics
    • /
    • v.31 no.2
    • /
    • pp.79-86
    • /
    • 2021
  • Objective: The purpose of this study was to identify the effect of reduced plantar cutaneous sensation on gait kinematics during walking with and without CAI. Method: A total of 20 subjects involved in this study and ten healthy subjects and 10 CAI subjects participated underwent ice-immersion of the plantar aspect of the feet before walking test in this study. The gait kinematics were measured before and after ice-immersion. Results: We observed a before ice-immersion on plantar cutaneous sensation, CAI subject were found to reduced ankle dorsiflexion, knee external rotation, hip adduction, and internal rotation compared to control subject. After ice-immersion, CAI subjects were found to reduce knee external rotation, hip adduction. However, no significant ankle joint kinematics. Conclusion: While walking, gait pattern differences were perceived between groups with and without plantar cutaneous sensation. The results of the study may explain the abductions in the hip angle movements in CAI patients at initial contact compared to healthy subjects in the control group when plantar cutaneous sensation was reduced. A change in proximal joint kinematics may be a conservative strategy to promote normal gait patterns in CAI patients.

Relationship between Immersion and Fun Perception of Leisure Sports Participants Leisure Attitude

  • Meng Xu;Sunmun Park
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.1
    • /
    • pp.94-102
    • /
    • 2023
  • The purpose of this study is to identify the effects of leisure sports participants' leisure attitudes on immersion and fun perception. As of 2021, the subject of this study was set as a population of adult males and females aged 20 and over who participate in leisure sports in Gwangju and the South, and then the cluster random sampling method was used. A total of 300 people, 150 boys and 150 women, were collected. A questionnaire was used as a survey tool, and a questionnaire whose validity and reliability were recognized in previous studies was modified and secured according to this study. In addition, all questionnaires were constructed on a 5-point scale. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 21.0 Version. The conclusions obtained in this study through data analysis by such methods and procedures are as follows. First, it was found that leisure sports participants' leisure attitudes partially affect immersion. Second, leisure sports participants' leisure attitudes were found to have a partial effect on their perception of fun. Third, it was found that the immersion of leisure sports participants partially affects the perception of fun.

Proposal of design plan to improve immersion in online video education -Focusing on Zoom and Webex- (온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로-)

  • Lee, Kaha;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.19 no.7
    • /
    • pp.341-348
    • /
    • 2021
  • This study identified learners' immersion, focusing on online video education platforms, Zoom and Webex, used in colleges after the 'Covid-19', and suggested design improvement measures to improve immersion. Through prior research and literature research, the components of immersion and screen components of the online distance education platform were identified, and measures to improve immersion were suggested through questionnaire surveys and in-depth interviews. The research method was conducted for 5 days from April 7 to 12, 2021 for 50 college students and graduate students in their 20s and 30s who are receiving online education through Zoom and Webex, and 6 people were interviewed in-depth. As a result of the experiment, the communication between learners and lecturers was deduced as the biggest factor, so a design plan to facilitate communication between learners and lecturers was proposed based on Gutenberg's diagram. As online video education is predicted to continue even after the Covid-19, continuous online video education immersion research is needed, and we hope that it can contribute to the direction of the research.

Measurement of Longitudinal and Transverse Wave Speed in Solid Materials Using Immersion Ultrasonic Testing (수침 초음파 시험법을 이용한 고체의 종파와 횡파 속도의 측정)

  • Shin, Yo-Sub;Yoon, Yeo-Ho;Kim, Young-H.
    • Journal of the Korean Society for Nondestructive Testing
    • /
    • v.28 no.1
    • /
    • pp.40-45
    • /
    • 2008
  • Immersion ultrasonic testing (UT) was used to determine elastic moduli of solid materials instead of the widely-used contact UT method. Conventionally, immersion UT is only used for determining the longitudinal wave speed. However, in this research, transverse wave speed was measured through finding transverse wave echoes caused by mode-conversion at material's boundary. Also, even in the cases when wave speeds could not be determined due to unknown thickness, Poisson's ratio was able to be calculated from the ratio of longitudinal and transverse wave speeds. This technique was verified for several materials, and it was found that higher accuracy was obtained by immersion UT method for materials either with relatively high wave speed or with relatively small Poisson's ratio. This technique thus will be suitable fur ceramics or high strength materials.

Experiment Method for Measuring Quality of Experience for 360-degree Video with Sensorial Effects (360도 동영상 감각효과에 대한 사용자경험품질 측정 실험 방법)

  • Jeong, Min Hyuk;Kim, Sang Kyun
    • Journal of Broadcast Engineering
    • /
    • v.25 no.1
    • /
    • pp.113-116
    • /
    • 2020
  • This paper proposes a Quality of Experience (QoE) evaluation experiment to measure the effects of 360-degree video and sensory effects on the subject's degree of immersion, satisfaction, and sense of presence. The test subject responds to a questionnaire about the degree of immersion, satisfaction, and sense of presence after experiencing a 360-degree video accompanied by sensory effects while wearing a head-mounted display (HMD) with a scent diffusion device. As a result of the response analysis, it was confirmed that the proposed experimental method is suitable for measuring the subject's degree of immersion, satisfaction, and sense of presence about 360-degree video and sensory effects. On the other hand, inserting a gray screen for comparison experiments while watching a 360-degree video was found to cause a significant decrease in immersion and realism.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
    • /
    • v.18 no.1
    • /
    • pp.1-16
    • /
    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
    • /
    • v.12 no.5
    • /
    • pp.23-34
    • /
    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

Image Analysis Method for the Performance Evaluation of Marine Antifouling Coatings (화상 분석을 통한 선박 방오도료의 성능 평가)

  • Park, Hyun;Chun, Ho Hwan;Lee, Inwon
    • Journal of the Korean Society of Visualization
    • /
    • v.11 no.2
    • /
    • pp.18-26
    • /
    • 2013
  • An accurate and reliable performance evaluation technique is indispensable for the development of marine antifouling coatings. The existing standard practice is however, based on the visual observation of biofouling settlement area, which is prone to the subjective judgment of the inspector. In spite of the above mentioned importance, a systematic and objective fouling evaluation technique has not yet been introduced. In this study, a novel quantitative antifouling performance evaluation method for marine antifouling paints is devised based on the image analysis of panel immersion test results. The present image analysis method is to quantify settlement area for each fouling category by distinctive color. The fouling categories are set as unfouled, biofilm, green algae, brown algae, calcareous animal and spongy animal with specific HSL (Hue, Saturation, Lightness) color ranges. In order to assess the effectiveness of the proposed method, static immersion tests for three antifouling coatings were undertaken for two years.

Method for Marking on Scales of Juvenile Black Rockfish by Immersion in Three Chemicals (세 화학 물질, Oxytetracycline hydrochloride, Alizarin red S 및 Calcein의 침지 처리에 의한 조피볼락 치어의 비늘 표지)

  • 노충환;최희정;박용주;홍경표;박철원;명정구
    • Journal of Aquaculture
    • /
    • v.12 no.3
    • /
    • pp.237-245
    • /
    • 1999
  • In this study, we evaluated the efficiency of chemical marking of black rockfish scales by immersion in oxytetracycline hydrochloride (OTC, 500 ppm), alizarin red S (AR, 250 ppm) and calcein (CARL, 250 ppm) diluted rearing water. Immersion treatment of chemicals had no effects on both mortality and growth of black rockfish. Marking sucess was 100% in all treatment durations (24, 48 and 72 hours) with three chemicals and marking quality was higher in 48 and 72 hours than 24 hours treatment. Marking retention rates at 24 weeks after treatment were 100% in OTC and CAL treated group, but marking quality was higher in CAL treated group (brilliant 92%, bright 8% and dim 0%) than in OTC treated group (brilliant 4%, bright 70% and dim 26%). AR treated group had lower marking retention rates and marking quality than OTC and CAL treated group. As a results, immersion treatment with OTC and CAL was effective in marking scales of black rockfish and practical in releasing program and other studies requires same rearing environment.

  • PDF

STUDIES ON EPIDERMAL-DERMAL SEPARATION AND ENZYME ACTIVITIES IN NEONATAL RAT EPIDERMIS

  • Kim, Hyeyoung
    • Toxicological Research
    • /
    • v.5 no.2
    • /
    • pp.89-96
    • /
    • 1989
  • Rapid and complete epidermal-dermal separation procedure were determined in neonatal rat skin by light microscopic observation and by compairing enzyme activities in the separated epidermis. Microscopic appearance demonstrated the at four different separation procedures used in the study resulted in good separation of epidermis from dermis` heating method (i.e., immersion in 55C water for 30 sec, followed by immersion in 0-4C water) and microwave irradiation for 10 sec were saving time.

  • PDF