• Title/Summary/Keyword: Sports Immersion

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The Relationship between Sports Players' SNS Interaction, Relationship Immersion, Relationship Satisfaction, and Loyalty (스포츠선수 SNS상호작용성, 관계몰입, 관계만족 및 충성도의 관계)

  • Yim, Ki-Tae
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.233-241
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    • 2022
  • The purpose of this study is to verify the relationship between sports players' SNS interaction, relationship commitment, relationship satisfaction, and loyalty. To this end, a total of 000 copies of data were obtained by conducting a survey on the online community of sports stars who followed or subscribed to sports stars through the 2022 Beijing Winter Olympics, and the results were as follows. First, it was found that sports players' SNS interaction had a positive effect on relationship commitment. Second, it was found that sports players' SNS interaction had a positive effect on relationship satisfaction. Third, it was found that relationship commitment had a positive effect on relationship satisfaction. Fourth, it was found that relationship commitment had a positive effect on loyalty. Fifth, relationship satisfaction was found to have a positive effect on loyalty.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

The Relationship among Leisure Experience, Exercise flow Adherence of Senior in Fitness Center (스포츠센터 노인 운동 프로그램 참여자의 여가경험과 여가몰입 및 운동만족의 관계)

  • Lee, Seung-Bum
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.159-167
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    • 2021
  • The main purpose of this study is to closely investigate the constructive relationship between leisure satisfaction, leisure ability, exercise satisfaction, and consistent motor behavior patterns of the elderly's participation in leisure life sports. In order to achieve this, we surveyed and utilized the sampling of conveniences that selected Yongin and Seongnam city in Gyeonggi-do sports clubs, and accumulated samples of the elderly in living sports. The sample size was 239 elderly people. Based on this, according to the purpose of the study, statistical techniques, spss 23.0, and amos programs were used for analysis. The satisfaction analysis used in the research for a data analysis includes frequency analysis, exploatory factor analysis, confirmatory facor analysis, reliability analysis, correnlation analysis and structure equation model analysis. The research has drawn the following conclusions, based on the above mentioned research method and its procedures: First, it affects the satisfaction of the leisure satisfaction movement. Second, leisure ability affects exercise satisfaction. Third, exercise satisfaction affects the consistent exercise persistence and immersion satisfaction of exercise. As a result, it can be seen that the leisure immersion according to the experience of leisure competence has an effect on the satisfaction of the exercise. As a result, and the continuation of the exercise.

The Effect of the Sensation Seeking Tendency of Leisure Sports Participants on Exercise Passion and Psychological Well-being (생활체육 참가자의 감각추구성향이 운동열정 및 심리적 행복감에 미치는 영향)

  • Yoo, Jung-In;Kim, Sung-Kue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.211-222
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    • 2020
  • The purpose of this study is to investigate how the influence of sensory weight on the physical fitness participants affects exercise passion and psychological well-being, and to provide basic data for improving the quality of life and well-being of the people. In order to achieve the purpose of this study, data were collected using participants' sensation seeking tendency, excercise passion, and psychological well-being scale, and various statistical analyzes were performed to obtain the following results. As a result of the analysis, first, it was found that there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the gender of participants in leisure sports. Second, there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the careers of participants in leisure sports. Third, the thrill and adventure of the sensation seeking tendency had a positive effect on the pleasure, immersion, and confidence of the psychological well-being, while pursuing experience on the self-realization of the psychological well-being, but it was found that the sense of boredom had a negative effect on the immersion of the psychological well-being. Fourth, the thrill, adventure, and pursuit of experience among the sensation seeking tendencies had a positive effect on the harmonious passion of exercise passion, but negative effect on the sense of boredom. Finally, it was found that exercise passion had a positive effect on all sub-factors of psychological well-being.

The Influence of Trust in Physical Education Teachers and Immersion Experience in Physical Education Classes on Attitude and Satisfaction During Physical Education Classes (중학생의 체육교사에 대한 신뢰와 체육수업 몰입 경험이 체육교과 태도 및 수업만족에 미치는 영향)

  • Park, Yu-Chan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.187-202
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    • 2019
  • The main goal of this study is to investigate influence of trust in physical education (PE) teachers and immersion experience in PE classes on attitude and satisfaction during PE classes. Total 863 middle school students in Gwang-ju metropolitan area were recruited by utilizing a convenience sampling method. All data were analyzed by using SPSS statistic program ver. 25.0 (frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis). Alpha was set at 0.05. The results of this study is summarized as in the following. First, all sub-factors of trust in the PE teachers partially positively or negatively influence sub-factors of attitude during PE classes. Second, sub-factors of satisfaction during PE classes were partially positively affected to trust in the PE teachers. Third, Attitude during PE Classes were found to have partial positive influence on immersion experience in PE classes. Fourth, sub-factors of immersion experience in PE classes have partial positive effect on the sub-factors of satisfaction during PE classes. Thus, in order to the positive attitude and greater satisfaction during PE classes, it is important to establish the trust of PE teachers through maintaining interaction with students, constructing better systemic class, and creating the class conditions based on considering students' ability. In addition, in order to enhance immersion experiences of students during PE classes, it is necessary to set up learning goals and tasks based on ability of students, to study various teaching method, and to make only focusing on the performance based PE classes without grading.

The effect of acidic drinks on the surface of tooth-colored restorative materials (산성음료가 치아색 수복재의 표면에 미치는 영향)

  • Bang, Seok-Yun;Kim, Eun-Jung;Kim, Hyun-Jung;Nam, Soon-Hyeun;Kim, Young-Jin
    • Journal of the korean academy of Pediatric Dentistry
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    • v.33 no.3
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    • pp.469-481
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    • 2006
  • Among the etiologic factors of enamel corrosion, daily intake has been considered with a profound interest, especially the intake of acidic drinks. It is thought that the rapid consumption of acidic drinks will not only results in the affection to the teeth but also to the surface of the tooth-colored restorative materials. Therefore, the puopose of this study is to examine the alterations occurred in the surface of the tooth-colored materials according to the exposed time, with 3 most common acidic drinks in contact with daily life. Resin-modified glass-ionomer, polyacid-modified composite resin, composite resin were immersed on 0.9% NaCl, Coke, orange juice, sports beverages as 4 groups in each. The surface hardness and the surface roughness of specimens were measured with following methods: before immersion, 1 day after immersion, 1-,2-,3-,4- weeks after immersion. Results were as follows. 1. Tooth-colored restorative materials, with the exception of composite resin, showed statistically significant changes in surface hardness and roughness when immersed on acidic drinks(p<0.05). 2. The degree of change in surface hardness and roughness occurred as follows, in order of severity from greatest to least resin-modified glass-ionomer, polyacid-modified composite resin, composite resin 3. Sports beverages resulted in greater alterations to surfaces than Coke and orange juice. 4. In the SEM image of the groups immersed in acidic drinks, resin-modified glass-ionomer and polyacid-modified composite resin showed loss of filer. Severe cracks were observed, especially on the resin-modified glass-ionomer.

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Development of User Interface for Motion-based Screen Sports Game (체감형 스크린 스포츠 게임 유저 인터페이스 개발)

  • Yoo, Wang-Yun;Oh, Jong-Hwan
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.109-118
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    • 2017
  • The screen sports game is a motion-based game developed by combining the PC game and the sensor so that the user can directly participate in the game. Following screen golf, which was very popular in the 2000s, screen baseball has been on the rise since 2016. Most of the games released today employ the interface of traditional PC games. However, there is a need for a method that allows the user to manipulate the screen baseball in a more intuitive manner. In this study, we utilize a Kiosk independent of the game, which enables users to intervene naturally without disturbing the flow of the game. Such a Kiosk-based interface results in increased immersion in the game.

The Effects of the Fun Factor and Immersion of marine Sports on Leisure Satisfaction (해양스포츠 참가자의 재미요인과 몰입이 여가만족에 미치는 영향)

  • Jang, Jae-Yong;Kwon, Oh-Ryun;Kang, Shin-Beum
    • Journal of Navigation and Port Research
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    • v.37 no.1
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    • pp.101-111
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    • 2013
  • The following study holds its purpose on verifying primary fun factors of participation and satisfaction on marine sports. The results are: 1)The efficiency, effectiveness of exercise, self-satisfaction, and family support turned out to be higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 2) The period of participation, speculation on engagement according to the frequency, and behavioral factors were shown to be higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 3) Satisfaction on leisure on social, physical, emotional, and educational means were higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 4) The fun factors of marine sports- self-satisfaction, effectiveness of excercise, efficiency, and family support- had a positive effect on increasing satisfaction in leisure. 5) The fun factors of marine sports- effectiveness of excercise, self-satisfaction, and family support- had a positive effect on increasing satisfaction in leisure. 6) The speculation of engagement in sports and the reinforcement of engagement had a positive effect on increasing satisfaction of leisure.

Development of a Virtual Pitching System in Screen Baseball Game

  • Min, Meekyung;Kim, Kapsu
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.66-72
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    • 2018
  • In recent years, indoor simulated sports have become widely used, and screen baseball system has emerged that can play baseball in indoor space. In this paper, we propose a virtual pitching system that can improve the realism of screen baseball game. This virtual pitching system is characterized in that it uses a transmissive screen in the form of a pitching machine without a pitching hole and installed on the back of the screen. Therefore, unlike existing systems where pitching holes are formed on the screen, it enhances the immersion feeling of displayed images. Also, in this pitching system, the synchronization algorithm between the pitching machine and the virtual pitcher is used to form a sense of unity between the virtual pitcher and the ball according to various types of virtual pitchers, thereby enhancing the reality of baseball games.