• Title/Summary/Keyword: Study immersion

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A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents (게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로)

  • Kim, Yu Mi
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.39-52
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    • 2021
  • This purpose of study is to investigate the influence of e-sports(electronic sports) broadcasting contents and communication factors on game broadcasting viewing intention, focusing on the immersion parameter. As a result of the analysis, it was found that 'creativity' among content elements such as 'entertainment', 'creativity' and 'informationality' has a great influence on immersion. Among the communicator factors, 'communication', 'professionality', and 'uniqueness' were found to have a positive effect on immersion. In addition, the sense of immersion had a great influence on the intention to watch the broadcast.

The effects of the motive to choose major, career values, and satisfaction with major on immersion in major by the dental technology students: focus on the students at Daegu districts (치기공과 학생들의 전공선택 동기, 직업 가치관, 전공 만족도, 전공몰입에 미치는 영향: 대구 일부지역 학생들을 대상으로)

  • Choi, Byunghwan;Kang, Wol
    • Journal of Technologic Dentistry
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    • v.44 no.2
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    • pp.60-66
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    • 2022
  • Purpose: This study was conducted to investigate how one's motive to choose a major of study, career values, and satisfaction with the major affect immersion within the major. Methods: A self-administered questionnaire on choice of major and career values was completed by 224 students from March 2nd to March 15th of 2022. The collected data were analyzed using several metrics and tests with IBM SPSS Statistics 22.0 software: frequency and percentage, mean, standard deviation, t-test, ANOVA, correlation analysis, and linear regression. Results: The average scores of the motive to choose a major, career values, satisfaction with the major, and immersion in the major were 3.15, 3.91, 3.56, and 3.45, respectively. There were significant correlations between all four variables (p<0.05). Career values and satisfaction with the major positively influenced a student's immersion in that major; the explanatory power of the model was 77% (p<0.01). Conclusion: The department should offer education on career values to further increase the immersion of dental technician students within their chosen major.

A Study of the factors affecting the satisfaction of online classes

  • Eunyoung, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.8-12
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    • 2023
  • With the recent expansion of online lectures, studies on their effectiveness and their influencing factors have increased. This study examines the factors affecting the satisfaction of online classes, considering the utilization and importance of online lectures, which have greatly increased in recent years. Based on the review of previous studies, this study identified learning presence, self-efficacy, and learning immersion as factors affecting the satisfaction of online classes, and suggested hypotheses that explain the relationship between these factors, and empirically reviewed the hypotheses. As a result of the study, it was found that learning presence and self-efficacy had a positive effect on learning immersion, and learning immersion had a positive effect on learning satisfaction. Based on the research results, some practical implications for improving the satisfaction of online classes were suggested.

The Effect of Golf Participation on Exercise Adherence through Exercise Immersion (성인골프참여가 운동몰입을 통한 운동지속에 미치는 영향)

  • Lee, Seung-Do
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.103-114
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    • 2020
  • The purpose of this study is to analyze the difference of the effect of adult golf participation on the exercise adherence through the exercise immersion and to suggest the adherence golf exercise. To achieve this purpose, 40~70 age subjects of adult golf club located in Gyeongsangnam-do jinju city were selected in January 2020 and sampled by systematic cluster random sampling. First, factor analysis and reliability analysis were conducted to secure validity and reliability. Second, the frequency analysis average(M) standard deviation(sd) were conducted to investigate the general characteristics of the respondents. Third, t-test and one-way ANOVA analysis were conducted to identify differences between exercise immersion and exercise adherence according to general characteristics. Fourth, correlation analysis and multiple regression analysis were conducted among variables. The results of this study through these methods and procedures are as follows. First, there was no significant difference in the exercise impression and exercise adherence of general characteristics. Second, exercise immersion showed a high difference in exercise adherence. Third, exercise immersion had a high effect on exercise adherence.

The Effect of Nursing Students' Empathy and Communication skills on Major Immersion

  • Suk-Kyong Choi
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.155-163
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    • 2024
  • This study was conducted to determine the relationship between nursing students' empathy, communication skills, and major immersion, and to identify factors that affect major immersion. The subjects of the study were 247 nursing students from one university in the G province, and data collection was conducted from November 20 to December 1, 2023. Data analysis was performed using SPSS 22.0 using descriptive statistics, t-test, one-way ANOVA, Scheffe test, Pearson correlation coefficient, and multiple regression analysis. The subject's empathy ability was 3.49 points, communication ability was 3.64 points, and major immersion was 3.61 points. Major immersion has a positive correlation with empathy and communication ability, and the factors affecting major immersion are major satisfaction and communication ability, with an explanatory power of 42.9%. To improve nursing students' immersion in their major, it is necessary to set the direction of learning activities and develop and apply various extracurricular programs.

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
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    • v.31 no.2
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    • pp.79-86
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    • 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
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    • v.11 no.1
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    • pp.94-102
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    • 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.

A Study of Space Planning Process in Stereoscopic 3D for Narrative Immersion (내러티브 몰입을 위한 입체영상의 공간연출 프로세스 연구)

  • Son, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.94-102
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    • 2014
  • In the 21th century, audiences were fascinated with stereoscopic 3d in the theaters again. Since 2009, interest in stereoscopic 3D had been increased explosively, but shortfall in stereoscopic 3D contents is yet to be solved. However, despite shaky conditions in broadcasting businesses, stereoscopic 3D movies are released steadily in Hollywood. And the movies with strong storytelling are performing in the film market, so common point among them is that stereoscopic 3d techniques are used for subserving narrative immersion effectively. Therefore, stereoscopic 3D techniques will be helpful for enhancing narrative immersion. So I researched relations between immersion and stereoscopic 3D, and proposed space planning process for enhancing narrative immersion in stereoscopic 3D.

Effect of Pre-immersion Time on Electrophoretic Deposition of Paint on AZ31 Magnesium Alloy

  • Van Phuong, Nguyen;Moon, Sungmo
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2014.11a
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    • pp.45-45
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    • 2014
  • The importance of magnesium alloys has significantly increased due to their low density, high strength/weight ratio, very good electromagnetic shielding features and good recyclability. However, unfortunately, Mg alloys are very susceptible to corrosion due to their high chemically activities (= -2.356 V vs. NHE at $25^{\circ}C$), hence, most commercial Mg alloys require corrosion protective coatings. Organic coating such as painting, powder coating and electrophoretic deposition of paint (E-paint) is typically used in the final stages of the coating process of Mg alloys. In this study, effect of pre-immersion time on the deposition of E-paint on AZ31 Mg alloy was investigated. It was found that during pre-immersion time, AZ31 Mg alloy rapidly reacts with E-paint solution and paint can be self-deposited on the AZ31 surface without applying of electric current. The pore size on the E-painted AZ31 Mg alloy increased with increasing pre-immersion time from 0 to 5 min. Both adhesion and corrosion resistance of E-painted AZ31 Mg alloy decreased with increasing pre-immersion time. The best E-paint AZ31 Mg alloy, which showed stronger adhesion after water immersion test and good corrosion resistance, was started to deposit after 5 s of pre-immersion time.

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The Effect of VR Store Vividness on Immersion and User Satisfaction (VR점포의 생동감이 점포 몰입과 쇼핑경험에 대한 만족에 미치는 영향)

  • Yoon, Namhee;Lee, Ha Kyung;Lee, Yoon-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.3
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    • pp.559-572
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    • 2021
  • This study explores the effects of VR (Virtual Reality) store vividness, which is one of VR shopping environmental features used in previous research, on user satisfaction. In addition, the mediating role of immersion between VR store vividness and user satisfaction is investigated. The moderating role of self-efficacy is also explored since the effects of vividness and immersion on user satisfaction may depend on a consumer's perceived shopping self-efficacy. A total of 58 participants experienced a VR store with the Oculus Go VR headset. To test the hypotheses, model 14 of Process Macro 3.4 is used (95% Confidence Interval). According to the results, immersion mediated between VR store vividness and user satisfaction. Additionally, there was a significant interaction effect between immersion and self-efficacy on user satisfaction. When a consumer experiences high immersion at a VR store, consumers may have a strongly positive experience, especially among those who have a perceived low shopping self-efficacy.