• Title/Summary/Keyword: Study immersion

Search Result 1,683, Processing Time 0.029 seconds

Mediating Effects of Self-Regulation on the Relationship between Childhood Smart Device Immersion Tendency and Pro-Social Behavior (유아의 스마트미디어 몰입경향성과 친사회적 행동의 관계에서 자기 조절력의 매개 효과)

  • Kim, Seo-Hee;Hwang, Sung-On
    • Human Ecology Research
    • /
    • v.55 no.1
    • /
    • pp.1-12
    • /
    • 2017
  • This study examines the relationship among children's smart device immersion tendency, children's self-regulation, and pro-social behavior as well as investigates the mediating effect of self-regulation between children's smart device immersion tendency and pro-social behavior. Participants were composed of 263 4-year-old children attending kindergarten in Incheon and Gyeonggi province. Data were analyzed by means of Pearson's correlation coefficients in SPSS, the structural equation model and bootstrapping in AMOS. The results are as follows. First, there is a statistically meaningful relationship among children's smart device immersion tendency, self-regulation, and pro-social behavior. There is a negative correlation between children's smart device immersion tendency and children's self-regulation as well as pro-social behavior; however, there is positive relationship between children's self-regulation and pro-social behavior. Second, children's smart device immersion tendency had a direct effect on children's self-regulation. In addition, children's self-regulation indicated a direct effect on children's pro-social behavior. Third, children's self-regulation was found sufficient to mediate the relationship between children's smart device immersion tendency and pro-social behavior. The results indicate that the effort to increase children's self-regulation may decrease the negative effect toward children's pro-social behavior caused by smart device immersion tendencies.

The Effect of Supplementary Selenium on Leukocytes and HSP70 Expression after Half-Body Immersion (반신욕 중 셀레늄 섭취가 백혈구와 HSP70 발현에 미치는 영향)

  • Shin, Young-Oh;Han, Min-Kyu;Lee, Jeong-Beom;Um, Byung-Hun
    • Journal of Nutrition and Health
    • /
    • v.44 no.5
    • /
    • pp.378-383
    • /
    • 2011
  • This study examined the effect of supplementary selenium on leukocytes and heat shock protein (HSP) 70 expression in serum during half-body immersion. The subjects were male college tennis athletes. All subjects participated in two repeated experiments with a 1 week interval. During the 30 min intermittent half-body immersion, subjects were given 500 mL of water with or without selenium (100 ${\mu}g$). Blood samples were taken from the antecubital vein, and differential counts were made. Serum HSP70 protein was analyzed using a commercial ELISA kit. After half-body immersion, leukocytes and lymphocytes increased significantly but neutrophils decreased significantly in both trials (with or without selenium). Selenium supplementation, compared with placebo, decreased levels of leukocytes, neutrophils, and monocytes, but not lymphocytes, to the resting level or below 60 min after immersion. Only lymphocytes continued to increase in both trials during the recovery period. Serum HSP70 protein level did not change after immersion, but it decreased 60 min after immersion with the administration of selenium. In conclusion, supplementary selenium reduced the systemic immune response and serum HSP70 protein accumulation after half-body immersion.

Study on the Thermal Behavior of Immersion Cooled LED Lighting Engines (담금 냉각되는 LED 조명엔진의 열특성에 대한 연구)

  • Kim, Kyoung Joon
    • Journal of Power System Engineering
    • /
    • v.18 no.3
    • /
    • pp.87-92
    • /
    • 2014
  • This study is aimed at investigating the thermal behavior of immersion-cooled high power LED lighting engines. 3D CFD models have been generated for the numerical analysis. Five cases in terms of the configuration of LED chips have been explored for various passive cooling conditions of the lighting engine, i.e., the natural air convection with a lens, the natural air convection without a lens, the deionized water-immersion cooling condition with a lens. The numerical study reveals that the deionized water-immersion cooled lighting engine has nearly twice better thermal performance than the natural air convection cooled lighting engine containing a lens. The investigation has also demonstrated that the four chips configuration has the better thermal performance than the single chip configuration.

A case study of course development for university immersion English program (대학생 몰입영어교육을 위한 교과목 개발과 운영사례)

  • Choe, Sook-Hee
    • English Language & Literature Teaching
    • /
    • v.7 no.2
    • /
    • pp.187-210
    • /
    • 2002
  • The goal of this study is to investigate the course development for the Korean students in the immersion English program. This study describes the detailed curriculum and makes some suggestions to improve the courses for regular, extracurricular, and special activities in the five-week immersion English program managed by KAIST in summer 2001. This immersion English program was designed to develop the students' communicative competence in speaking English with native speakers in the age of globalization, by providing students with the English-speaking immersion setting. The results of the students' tests and the data concerning the program revealed that the program was very significant in improving students' communicative competence focused on communication and presentation and in attaining the high motivation for the natural English communication by performing the student-centered and task-based extracurricular activities and special events.

  • PDF

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

  • Gyu-Sun Moon
    • International journal of advanced smart convergence
    • /
    • v.12 no.4
    • /
    • pp.344-352
    • /
    • 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.

The Effect of Augmented Reality-based Fashion Product Application on Intention to Use (증강현실기반의 패션제품 어플리케이션 특성요인과 사용의도와의 관계에 관한 연구)

  • Kim, Hyekyung;Park, Jihye;Kim, Yongseok;Choi, Jeongil
    • Journal of Information Technology Services
    • /
    • v.19 no.1
    • /
    • pp.89-102
    • /
    • 2020
  • With the technology of the 4th Industrial Revolution integrated into the industry as a whole, digital transformation (DT) is becoming an innovative and essential element of corporate survival in the fashion industry, and it is expected that the paradigm shift in shopping will become an unavoidable reality, especially based on the AR. Therefore, in this study, the characteristics of augmented reality were presented separately as perceived realism, interaction, pleasure, and usability, and the influence of augmented reality by immersion parameters on the user's satisfaction and intended to reveal the relationship between satisfaction and usage through the characteristics of augmented reality. For the purpose of this study, a structured questionnaire was conducted, and the available 209 responses were collected and used for empirical analysis. The results of the empirical analysis are as follows. First, while immersion has the greatest effect on satisfaction, the effect on use intention has a stronger effect on satisfaction than immersion. This indicates that purchase occurs when the user's immersion leads to satisfaction, and when the satisfaction falls, the intention to use is also lowered. Second, interactivity, enjoyment, and ease of use among the various characteristics of fashion applications have a positive effect on immersion. Among them, ease of use had a strong effect on immersion. In light of this, it can be seen that ease of use should be considered first when creating an application based on augmented reality in the future fashion industry. However, the perceived reality is low in the degree of immersion, and the effect on satisfaction is also lowered, so it is difficult to be connected to intention. Considering that this study was conducted through indirect experience through video viewing, this study expects the development of research through a more practical research model in the future, as the impact is considered to be a relatively low measurement.

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.

A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.6
    • /
    • pp.852-865
    • /
    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

The impact of virtual Brand experience using Metaverse on Interest, Immersion, and Recommendation intention (메타버스를 활용한 가상 브랜드 체험이 흥미, 몰입 및 추천의도에 미치는 영향)

  • Chang Sung Bok
    • Smart Media Journal
    • /
    • v.12 no.7
    • /
    • pp.84-92
    • /
    • 2023
  • This study tested the hypothesis through confirmatory factor analysis to confirm the relationship between Brand experiences (Deviant, Entertainment, and Aesthetic experiences) in Metaverse on Interest and Immersion, and to verify whether these Interests and Immersion have a significant impact on Recommendation intention. As a result of the study, it was confirmed that all Brand experience factors had a positive (+) effect on Interest and Immersion, Interest had a positive (+) effect on Immersion, and Interest and Immersion had a positive (+) effect on Recommendation intention.

Study on the Defect Mechanism of Immersion Gold Layer (Immersion gold층의 결함 메카니즘 연구)

  • Lee, Dong-Jun;Choi, Jin-Won;Cho, Seung-Hyun
    • Journal of the Microelectronics and Packaging Society
    • /
    • v.15 no.3
    • /
    • pp.35-40
    • /
    • 2008
  • Investigation on immersion gold layers was carried out using TEM analysis for the purpose of understanding the defect of immersion gold layer. The immersion gold layers prepared with three different types of baths were observed. The results showed that the defect structure of immersion gold layer is strongly dependent on the types of gold baths. Spherical defects of average 10 nm size were located along the grain boundaries for the specimen formed at KAu$(CN)_2$ bath containing no reducing agent. In the case of the specimen processed at KAu$(CN)_2$ bath containing a reducing agent, the spherical defects of 5-10 nm size were distributed randomly in grains as well as at grain boundaries. However, such defects disappeared almost completely when $Na_{3}Au(SO_3)_2$ bath was used to fabricate an immersion gold.

  • PDF