• Title/Summary/Keyword: Study immersion

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Optimization of a Savonius hydrokinetic turbine for performance improvement: A comprehensive analysis of immersion depth and rotation direction

  • Mafira Ayu Ramdhani;Il Hyoung Cho
    • Ocean Systems Engineering
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    • v.14 no.2
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    • pp.141-156
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    • 2024
  • The turbine system converts the kinetic energy of water flow to electricity by rotating the rotor in a restricted waterway between the seabed and free surface. A turbine system's immersion depth and rotation direction are significantly critical in the turbine's performance along with the shape of the rotor. This study has investigated the hydrodynamic performance of the Savonius hydrokinetic turbine (SHT) according to the immersion depth and rotation direction using computational fluid dynamics (CFD) simulations. The instantaneous torque, torque coefficient, and power coefficients are calculated for the immersion ratios Z/D ranging [0.25, 3.0] and both clockwise (CW) and counterclockwise (CCW) rotations. A flow visualization around the rotor is shown to clarify the correlation between the turbine's performance and the flow field. The CFD simulations show that the CCW rotation produces a higher power at shallow immersion, while the CW rotation performs better at deeper immersion. The immersion ratio should be greater than the minimum of Z/D=1.0 to obtain the maximum power production regardless of the rotation direction.

English immersion and Elementary school learners' affective variables in EFL(English as a Foreign Language) environment (EFL 환경에서의 영어몰입과 초등 학습자의 정의적 요인)

  • Shin, Myeong-Hee;Lee, Enu-Pyo
    • English Language & Literature Teaching
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    • v.17 no.2
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    • pp.181-197
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    • 2011
  • The purpose of this study is to measure how English immersion classes affect students. This study seeks to answer two questions. First, will the young learners gain an international sense? Second, will the students learn English naturally without having to be sent abroad to an English speaking country? Several kinds of immersion programs have been designed and implemented in Korea. However, many students have felt great stress and mental pressure in the immersion programs. Students find the programs stressful because English must be used at all times. In this paper, two groups of elementary school students are compared: one being the control group and the other being the experimental group, an immersion class. The results show that the mental health problems, sensitivities, and rates of depression in the immersion group are greater than those of the students in the control group. Therefore, the immersion students' overall mental health is substandard. The negative effects of lethargy and depression are made worse when they are placed in English only environments. The results indicate more attention should be focused on respecting and understanding the students' overall mental health when teaching them English.

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The Mediating Roles of Preschoolers' Self-regulation in the Relationship Between Maternal Parenting Behaviors and Preschoolers' Excessive Immersion in Smartphones (어머니의 양육행동과 유아의 스마트폰 과몰입 간의 관계에서 유아의 자기조절능력의 매개적 역할)

  • Park, Bokyung;Park, Nam-Shim
    • Korean Journal of Childcare and Education
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    • v.14 no.5
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    • pp.117-136
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    • 2018
  • Objective: This study examined the mediating roles of preschoolers' self-regulation in the relationship between maternal parenting behaviors and preschoolers' excessive immersion in smartphones. Methods: A total of 268 mothers of preschoolers responded to questionnaires on three research variables. Data were analyzed by correlation analyses and regression analyses. Results: First, maternal warmth/encouragement was negatively related to preschoolers' excessive immersion in smartphones, while maternal overprotectiveness/permission and rejection/neglect were positively related to preschoolers' excessive immersion in smartphones. Second, maternal warmth/encouragement and limit setting were positively linked to preschoolers' self-regulation, but maternal overprotectiveness/permission and rejection/neglect were negatively linked to preschoolers' self-regulation. Third, preschoolers' self-regulation was negatively associated with their excessive immersion in smartphones. Finally, preschoolers' self-regulation fully mediated the relationship between maternal warmth/encouragement and preschoolers' excessive immersion in smartphones, and preschoolers' self-regulation partially mediated the relationship between maternal overprotectiveness/permission, rejection/neglect and preschoolers' excessive immersion in smartphones. Conclusion/Implications: The results of this study suggest that positive maternal parenting behaviors and preschoolers' effective self-regulation are important in order to decrease preschoolers' smartphone overuse. These findings provide empirical evidence to develop programs for prevention and intervention of preschoolers' smartphone addiction.

The Effects of Professor-Student Interaction on Academic Self-Efficacy and Learning Immersion of College Students Majoring in Aviation Service (교수-학생 상호작용이 항공서비스전공 대학생의 학업적 자기효능감, 학습몰입에 미치는 영향에 관한 연구)

  • Hye Jin Cho;Ha Young Kim
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.32 no.3
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    • pp.124-136
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    • 2024
  • The purpose of this study is to analyze the effects of professor-student interaction experienced by college students majoring in aviation service on academic self-efficacy and learning immersion. Considering the special nature of aviation service majors and the social changes in university education, we examined how emotional, academic, and career interactions between professors and students affect students' academic achievement and learning immersion. As a result of the study, it is confirmed that academic interaction among professor-student interactions has a positive effect on academic self-efficacy. On the other hand, emotional and career interactions among professor-student interactions do not have a significant effect on academic self-efficacy. In addition, it is analyzed that academic interaction had a positive effect on cognitive, emotional, and behavioral immersion, which are sub-factors of learning immersion. This study suggests that strengthening academic interaction with professors plays an important role in increasing academic self-efficacy and promoting learning immersion among aviation service major college students. In addition, we hope to provide basic data for establishing practical educational plans.

The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
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    • v.32 no.2
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    • pp.249-274
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    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

Effect of Learning Motivation on Learning Immersion of Nursing College Students Who Have Experienced Non-face-to-face Major Classes: The Mediating Effect of Self-directed Learning (비대면 전공수업을 경험한 간호대학생의 학습동기와 학습몰입과의 관계: 학습관련 자기주도성의 매개효과)

  • Lee, Joo-Yeon;Oh, Jae-Woo
    • Journal of Industrial Convergence
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    • v.20 no.6
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    • pp.73-81
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    • 2022
  • This study is a descriptive research study to analyze the relationship between learning motivation, learning immersion, and self-directed learning. For this study, data were collected from August 1 to 30, 2021. The collected data were analyzed using the IBM SPSS/WIN 22.0 program. The learning motivation was positively correlated with learning immersion and self-directed learning. In analysis results, the factors affecting learning immersion are learning motivation and self-directed learning. And it was confirmed that self-direction was a partial mediating factor in the relationship between learning motivation and learning immersion. Learning motivation is an important factor for nursing students' learning immersion and self-directed learning. Therefore, specific measures to improve self-directed learning should be prepared for learning immersion. Therefore, nursing students' self-directed learning is an important factor for learning motivation and learning immersion, and specific measures to improve that should be prepared.

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

  • Han, You Me;Won, Soon Ok
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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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.

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

  • Song, Seungyeol;Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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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.

Relationship between Content Characteristics, Immersion, and Customer Purchase Intention in Live-streaming Commerce

  • Bir Bahadur TRIPURA;Jae-Hyeon KIM;Sung Eui CHO
    • The Journal of Economics, Marketing and Management
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    • v.11 no.3
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    • pp.67-79
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    • 2023
  • Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.

Effect of Cooling Hands in the Cold Water for the Physiological Responses and Clothing Comfort -Focused on Vascular Hunting Reaction, Thermal Sensation and Pain Sensation- (손의 한랭자극이 인체생리반응과 의복의 쾌적성에 미치는 영향 -한랭혈관반응, 온랭감각, 한랭통증을 중심으로-)

  • 이원자
    • The Research Journal of the Costume Culture
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    • v.12 no.2
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    • pp.279-289
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    • 2004
  • This study was conducted to compare the hunting reaction of finger in the cold water. Finger skin temperature is measured the left middle finger tip immersion in cold water of 5℃ for 30 minutes and measurements were made on finger skin temperature(Ts), thermal comfort, and cold pain sensations during the experiment at the spring (March) and Winter(December). Results were follows. Is before immersion was at the highest in spring and at the lowest in winter and was closely related to the indoor temperature Ts during immersion and recovery. Mean of finger skin temperature(MST), the skin temperature at the first rise(TTR) and amplitude of finger skin temperature reaction during immersion(AT) were significant higher in spring than that in winter(P<.01). The lowest skin temperature(LST) during the cold water immersion were significantly higher in spring than that in winter (P<.05). The frequency of the appearance of cold-Induced vase dilation(CIVD) was higher in spring than that in winter. However, time for the first temperature(TTR) and recovery time(RT) had no seasonal variation. In addition, cold pains during immersion were felt more strongly in spring than in winter. Local thermal sensation, finger thermal sensation in dynamic state during hand immersion was different from that in the Winter. Spring was slowly cold in cold water immersion.

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