• 제목/요약/키워드: Immersion Method

검색결과 625건 처리시간 0.028초

스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로 (Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games)

  • 송승열;임상국
    • 한국멀티미디어학회논문지
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    • 제25권6호
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    • pp.844-851
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    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

산업용 백금저항온도센서의 결선방식에 따른 측정불확도 평가방법 (Uncertainty assessment of industrial platinum resistance thermometers for different lead-wire connection methods)

  • 김용규;감기술;양인석
    • 센서학회지
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    • 제18권4호
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    • pp.322-326
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    • 2009
  • To estimate the measurement uncertainty for industrial platinum resistance thermometers(IPRTs) made with 3-wire connection, the immersion temperature profile was investigated using a liquid bath. Two types of IPRTs having lead wires made of silver and nickel were constructed and the immersion profiles were measured at temperatures from -50 $^{\circ}C$ to 250 $^{\circ}C$ using 3-wire and 4-wire method. As immersion depth and temperature increased, the resistances measured by 3-wire method increased linearly but not for 4-wire method. To calibrate a 3-wire IPRT, the immersion effect must be accounted for. We propose a linear equation to assess correctly the measurement uncertainty.

정면 밀링에서 절삭력을 이용한 반경 방향 절입비의 실시간 추정 (On-line Estimation of Radial Immersion Ratio in Face Milling Using Cutting Force)

  • 황지홍;오영탁;권원태;주종남
    • 한국정밀공학회지
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    • 제16권8호
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    • pp.178-185
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    • 1999
  • In tool condition monitoring systems, parameters should be set to a certain threshold. In many cases, however, the threshold is dependent on cutting conditions, especially the radial immersion ratio. In this presented is a method of on-line estimation of the radial immersion ratio in face milling. When a tooth finishes sweeping, a sudden drop of cutting force occurs. The force drop is equal to the cutting force that acting on a tooth at the swept angle of cut and can be acquired from cutting force signals in feed and cross-feed directions. Average cutting force per tooth period can also be calculated from cutting force signals in two directions. The ratio to cutting forces in two directions acting on a tooth at a certain swept angle of cut and the ratio of average cutting forces in two directions per tooth period are functions of the swept angle of cut and the ratio of radial to tangential cutting forces. Using these parameters, the radial immersion ratio is estimated. Various experiments are performed to verify the proposed method. The results show that the radial immersion ratio can be estimated by this method regardless of other cutting conditions.

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In-process Estimation of Radial Immersion Angle Using Cutting Force in Face Milling

  • Kwon, Won-Tae;Park, Deokki
    • Journal of Mechanical Science and Technology
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    • 제16권7호
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    • pp.873-881
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    • 2002
  • In this paper, a on-line estimation method of the radial immersion angle using cutting force is presented. The ratio of cutting forces in feed and cross-feed directions acting on the single tooth at the immersion angle is a function of the immersion angle and the ratio of radial to tangential cutting force. It is found that the ratio of radial to tangential cutting force is not affected by cutting conditions and axial rake angle, which implies that the ratio determined by one preliminary experiment can be used regardless of the cutting conditions for a given tool and workpiece material. Using the measured cutting force during machining and predetermined ratio, the radial immersion ratio is estimated in process. Various experimental results show that the proposed method works within 5% error range.

Consideration of Spindle Immersion Depth on Determining the Viscosity of Glass Melts by Rotating Cylinder Method

  • Kim, Young-Jin;Kim, Ki-Dong;Lee, Seung-Beun;Hwang, Song-Hee
    • 한국세라믹학회지
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    • 제41권4호
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    • pp.344-347
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    • 2004
  • The influence of spindle immersion depth on the determination of glass melt viscosity was examined in rotating cylinder method. The exact adjustment of spindle immersion depth into soda lime silicate standard glass melts could be peformed by self-constructed electric system. The results showed a slight dependence of viscosity value on the immersion depth change of spindle shaft. The viscosity error per unit length of spindle was 0.4%/mm under the present cylinder dimension.

Relationship Between Taekwondo Information Website attributes, Website Immersion, and Website Attitude

  • Gyu-Sun Moon
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.344-352
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    • 2023
  • The purpose of this study is to empirically grasp the relationship between website immersion and website attitude by the attribute factors of the Taekwondo information website and provide it as basic data for effective operation of the Taekwondo information website. The subjects of this study were Taekwondo athletes enrolled in high schools and universities affiliated with the Korean Taekwondo Association, and the sampling method was sampled using the convient sampling method, a non-probability sampling method. Of the 820 questionnaires finally obtained, 789 were processed using PASW Statistics 20.0 and AMOS, except for 31 that were deemed to have poor respondents' contents or were not valuable as data. For data analysis, the statistical analysis techniques used in this study were frequency analysis, factor analysis, Cronbach's α test, correlation analysis, and structural equation model analysis (SEM), and the significance level of the research hypothesis was α=.It was verified at 05. The following conclusions were drawn through such research methods and procedures. First, information, entertainment, structure, cognition, searchability, and connectivity of Taekwondo information website attributes affect website immersion. Second, website immersion is affecting website attitudes.

Quality of Experience Experiment Method and Statistical Analysis for 360-degree Video with Sensory Effect

  • Jin, Hoe-Yong;Kim, Sang-Kyun
    • 방송공학회논문지
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    • 제25권7호
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    • pp.1063-1072
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    • 2020
  • This paper proposes an experimental method for measuring the quality of experience to measure the influence of the participants' immersion, satisfaction, and presence according to the application of sensory effects to 360-degree video. Participants of the experiment watch 360-degree videos using HMD and receive sensory effects using scent diffusing devices and wind devices. Subsequently, a questionnaire was conducted on the degree of immersion, satisfaction, and present feelings for the video you watched. By analyzing the correlation of the survey results, we found that the provision of sensory effects satisfies the 360-degree video viewing, and the experimental method was appropriate. In addition, using the P.910 method, a result was derived that was not suitable for measuring the quality of the immersion and presence of 360-degree video according to the provision of sensory effects.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

증강현실 그림책 현황과 유아의 몰입도 (Current Status of Augmented Reality Picture Books and Preschooler's Immersion)

  • 한유미;원순옥
    • Journal of Information Technology Applications and Management
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    • 제29권1호
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    • pp.47-57
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    • 2022
  • The purpose of this study is to analyze the current status of augmented reality picture books, which have been steadily developed since 2010, as a genre of electronic picture books, and to reveal how children's immersion in augmented reality picture books differs from paper picture books. To this end, 30 augmented reality picture books on the market were analyzed according to genre, life theme, implementation method, and augmented reality scene ratio. As a result of the study, it was found that the genre of picture books was in the order of information fairy tales, daily fairy tales, and historical fairy tales, and there were no traditional or fantasy fairy tales. Animals and plants accounted for about half of the life topics, and in some cases, there were only a few or no other life topics. In the augmented reality implementation scene, it consisted of only one page in the early days, but all pages are now possible to implement augmented reality due to technology development, production cost reduction, and improved hardware performance of smartphones. It was found that the augmented reality implementation method used CD-ROM in the early days, but gradually became possible to implement using only mobile phones and tablets that were easy for readers to access. In addition, after presenting four picture books to eight 5-year-old infants, the immersion time was measured and the immersion behavior was observed. As a result, augmented reality picture books showed higher immersion[immersion time, immersion behavior] than paper picture books, but compared by literature genre, life fairy tales were higher in paper picture books and natural fairy tales in augmented reality picture books. It was higher when presenting augmented reality picture books after presenting paper picture books according to the order of presentation of picture book types. The results of this study suggest that more diverse life topics and augmented reality picture books in the genre of children's literature should be developed to increase the utilization of augmented reality picture books. In addition, considering that there are differences in immersion between types, literary genres, and reading experience [presentation order], it is expected to increase the educational effect by using picture books complementarily.

인터랙티브 아트에서의 몰입측정 방법 제안 (Proposal on Immersion Assessment of Interactive Art)

  • 이면재;김경남
    • 디지털융복합연구
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    • 제12권9호
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    • pp.353-358
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    • 2014
  • 인터렉티브 아트는 관람객들과 상호 작용을 전제로 예술 작품을 구현하는 것으로 가상성, 몰입성, 상호작용성을 특징으로 한다. 그에 따라 관람객이 작품으로 몰입하게 하는 연구는 매우 중요하다. 현재까지 인터렉티브 아트분야에서, 몰입을 측정하기 위해서는 주로 설문지나 인터뷰, 정신 생리학적인 방법을 이용하였다. 그러나 이 방법들은 작품 관람 이후에 진행되어져서 정확한 몰입 측정이 어려우며 작품 관람에 방해를 줄 수 있다. 본 연구에서는 이를 개선하기 위해서 모바일 기기와 카메라를 이용하여 관람객들의 동선을 파악하고 관람시간을 중심으로 한 몰입 측정 방법을 제안한다. 본 논문은 작품의 몰입 정도를 파악하는데 도움을 제공한다.