• Title/Summary/Keyword: Third-person view

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From Thinking to Action: The Moderating Effect of Perspective Taking on Embodied Cognition

  • Min, Dongwon;Kang, Hyunmo
    • Asia Marketing Journal
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    • v.15 no.2
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    • pp.117-132
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    • 2013
  • Recent developments in embodied cognition suggest that people process environmental information by using their bodily state and mental simulation. The focus of embodiment theory is that cognitive processing is based on the interaction among the body, the mind, and the world. Based on embodied theories of cognition, the authors predict that when the representation of marathon running is activated, bodily feedback such as tiredness and thirst will occur because mental simulation of marathon running contains sensorimotor representation of marathon running. As a result, it is predicted that participants primed with marathon runner will have more desire to have products that enable thirsty-quenching. Specifically, this research proposes that consumers' tendency to adopt the perspective of others influences embodied cognition, since perspective taking leads people to assimilate their own self-judgments and behaviors toward the cognitive representations of others. An experiment reveals that both perceptual and cognitive perspective taking tendencies moderate how participants respond to the contextual cues. The effect of perspective taking is moderated by whether participants are prompted to adopt a first-person view or a third-person view. In detail, among the high perspective takers, those in the marathon-first-person condition drink more the mineral water than those in the marathon-third-person condition, who in turn drink more the mineral water than those in the control condition. Among the low perceptual perspective takers, however, there are no significant differences in the amount of mineral water intake. This research delivers important insights for advertising messages. When being exposed to an advertisement, high perspective taking consumers may be more engaged in the advertised message than low perspective taking consumers, which in turn high (vs. low) perspective taking consumers' tendency to respond behaviorally consistent with the message may be higher. Based on the findings of this research, if the message induces the high perspective taking consumers to have a first- (vs. third-) person view, this effect may be stronger. Moreover, if the advertising message contains behaviors, such as using the target product, inducing consumers to mimic the behaviors seems to bring more behavioral responses which marketers intend.

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Analyses on Characteristics and Usage of Digital Game Viewpoint: Why do Games use Third-person Viewpoint more often than First-person Viewpoint? (디지털 게임 시점의 특징과 사용 이유 분석: 왜 게임들은 1인칭 시점보다 3인칭 시점을 더 많이 사용하는가?)

  • Ryu, YeSeul;O.Li, Hyung-Chul;Kim, ShinWoo
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.75-83
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    • 2015
  • The viewpoint of a digital game is a prime factor that determines user immersion, and first-person viewpoint is known to produce greatest immersion. However, most games adopt third-person viewpoint rather than first-person viewpoint. This study analyzed the reason for the preference of third-person viewpoint. First, six viewpoints were defined by combining three viewpoints (first-, third-person, omniscient viewpoints) and two distances (proximal, distal) between camera and game character. Then 100 games which received high ratings during the past 10 years were sampled, and the frequencies of viewpoint choices and genres were analyzed. Overall, the results showed that games have strong preference for third-person viewpoint. However, preferred viewpoints differed depending on genres, for example, most shooting games used first-person, proximal viewpoint. This result could have arisen because both characteristics of a game and field of view have influenced choice of viewpoint. That is, many games adopt third-person viewpoint because developers consider not only user immersion but also scene visibility.

Perspectives of Game in Terms of Interactivity between Game Texts and Players (게임 텍스트와 플레이어의 인터랙티브적 관점에서 본 게임의 시점)

  • Kihl, Tae-Suk;Chang, Jun-O
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.51-59
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    • 2008
  • This article focuses on perspectives of game in terms of interactivity between game texts and players. There are many points of view which have been discussed, such as first person point of view, third person point of view, top-down point of view, side-view point of view, quarter-view point of view, and isometric point of view, but they are too insufficient to fully explain the perspectives of game from the viewpoint of the interactivity. This paper examines the function of player and game manufacturer as implied authors on interactive point of view, and discusses the perspectives of game through a sense of distance between players as implied author and player characters.

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The Effects of Racing Game's Realistic Input Device and Point-of-View on Arousal, Valence, Identification and Engagement (레이싱게임 입력기의 사실성과 시점의 효과: 각성, 유인가, 동일시, 관여도를 중심으로)

  • Kim, Ock-Tae
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.201-212
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    • 2011
  • This study examines the potentials of realistic controller and point-of-view to affect users' arousal, valence, identification and engagement. While media researchers have advocated the role of realistic controller and point-of-view as a possible contributor to psychological reactions of playing video game, this claim is based on a relatively small number of empirical studies. Collegiate subjects took part in an experimental investigation manipulation the level of controller realism(gamepad vs. steering wheel) and point-of-view(first person vs. third person). Results of the study showed the influence of controller realism and point-of-view on arousal, identification and engagement, and the implication of the findings are discussed.

The Life Satisfaction of The Aged in The Institutional Household (공공가정 거주노인의 생활만족도 : 유료양로원을 중심으로)

  • 최보아;지영숙
    • Journal of Family Resource Management and Policy Review
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    • v.4 no.2
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    • pp.1-15
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    • 2000
  • The purpose of this study is to suggest the way to improve the life satisfaction of the aged in the institutional household by examing some of factors such as individual, social support and facility that influence their life satisfaction. In the view of statistical results, the level of their life satisfaction is influenced by individual, social support and facility related to factors. First, the level of the aged’s life satisfaction is high when the person has spouse who lives together, has many children, presumes oneself as in healthy and has high-satisfaction of religion. Second, the level of the aged’s life satisfaction is high when the person has good relationship with friends in institutional household and one’s children. And the person whose relative call her or him frequently and she or he is proud of one’s being in institutional household has high-satisfaction of one’s life. Third, the level of the aged’s life satisfaction is high when the person satisfies the quality of food-services and housing services. Finally, the results of in-depth interview show that the person who has financial power, a certain of hobby and one’s role has high-satisfaction of one’s life

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Brain Activation Related to Perspective-Taking in Adolescents : Differences from Adults (관점 획득과 관련된 청소년에서의 뇌 활성화 : 성인과의 차이)

  • Park, Seong Kyoung;Son, Jung-Woo;Lee, Seungbok;Ghim, Hei-Rhee;Lee, Sang-Ick;Shin, Chul-Jin;Kim, Siekyeong;Ju, Gawon
    • Korean Journal of Biological Psychiatry
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    • v.26 no.2
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    • pp.47-58
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    • 2019
  • Objectives The purpose of this study was to investigate the differences between adolescents and adults, in the perspective-taking ability, as well as the brain activation patterns during the perspective-taking situation. Methods We recruited healthy adolescents aged 13 years to 15 years (n = 20) and adults aged 19 years to 29 years (n = 20). All the subjects were scanned while performing the perspective-taking task, in which an emotional situation was presented in the form of statements comprising first person, as well as third person perspectives. Differences in brain activation between groups were assessed by contrasting neural activity during the tasks. Results In the between-group analysis, while performing the third-person perspective-taking task, the adolescent group showed greater neural activities in the middle frontal gyrus and precentral gyrus as compared to the adult group. Positive correlation was observed between the activity in the frontal areas (Brodmann area 6/9) and the score of scales related to perspective-taking and social cognition in the adolescent group. Conclusions This study suggests that several frontal brain areas of adolescents needs to be overactivated in order to compensate for low perspective-taking ability when they ought to take another person's point of view.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

The Effect of Person-Job Fit on Job Performance : Mediating Effect of Work Engagement and Moderating Effect of Work Meaning (개인-직무 적합성과 직무성과의 관계에 대한 직무열의의 매개효과와 일의 의미의 조절된 매개효과 연구)

  • Shin, In-kyu;Jung, Sung-cheol
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.77-93
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    • 2020
  • The purpose of this study is to investigate the effect of person-job fit on job performance. In the process, the moderating effect of the meaning of work and the mediating effect of work engagement was investigated. For this purpose, survey data were collected from 304 employees working at the company organization and analyzed using correlation and regression analysis. The summary of the study is as follows. First, there is a significant correlation between realistic person-job fit and perceived person-job fit. Second, perceived person-job fit is a significant predictor of job performance. Third, there is a mediating effect of work engagement in the relationship between person-job fit and job performance. Fourth, there is a moderating effect of the meaning of work in the relationship between person-job fit and work engagement. This study demonstrates the correlation of realistic and perceived person-job fit, which has not been studied in Korea before. It was found that person-job fit influences job performance through mediating emotional variables such as work engagement. From the point of view of organization managers, there is a need to provide a work environment that is appropriate for the characteristics of the employees and to manage how employees perceive person-job fit. In particular, it is necessary to support employees to recognize that their work promotes their growth and contributes to the public good. Finally, the limitations of the study and future research tasks were proposed.

Research of Character Design in Side-scrolling Horror Puzzle Games

  • Yi, Qi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.77-82
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    • 2022
  • The third-person side view game perspective of side-scrolling games makes playing such games a completely different gaming experience from other traditional games. Nowadays, many game elements are combined with each other, and horror and puzzle elements are often combined to appear in side-scrolling games, bringing players a unique gaming experience. In such games, players seem to be watching their own manipulation of characters. The performance is the same as a stage play, so how to let players better experience such a horror and puzzle-solving stage play through the design of the characters is a key point. However, it is often difficult to accurately classify only from game elements, so first of all, the author will explain the game division of the side scrolling horror puzzle game. After that, this article will analyze the character designs in the three works with high sales and good reputation on Steam, and then draw conclusions.

A Study on a Habitat View of Korean Traditional Villages - in the case of Chung Jae Kwon Bul family - (조선시대 전통마을의 서식관에 관한 연구 - 충재 권벌의 종가를 중심으로 -)

  • 최기수
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.4
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    • pp.82-94
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    • 1999
  • According to Korean's geographical features of Taek Li Ji, the best location for human settlements is on the vicinity of a stream among a stream, an river and a sea, and not far from a ridge. The researcher chose one of best village which is called Yougokmaeul in Bonghwa-Gun, Kyungsang-Do. This village was created a gathering village with the same surname, can be translated as a hen and the front mountain can be seen as a rooster in the view of the shape of geographical features. As it were, the shape of this village and the cultivated land seems to be an egg inside a nest of a parent's chicken in the respect of the analogy of the theory of P'ungsuchiri which is known as Feng Shui in China and geomancy in the western world, and to effect the defensive psychology of the living environment in the terrain inland. This village is the studying place, Suckchunjungsa as the lecturing and studying place for their following students within the Chunghadonchun, the studying Yougok village, and even the ritual place performing ancestral sacrifices and the first incoming ancestor's graves in the same geographical system. The house site of the first incoming resident is surrounded the countian and is located in the front of Backsulryount which is the main mountain through Moonsu-san in the branch mountain of Korean's mountain system. Backsulryoung which is to be seen as the white peak, is symbolized the head of a hen which is to relate to a mysterious turtle in the view of P'ungsuchiri. And the pavilion which is called Chungamjung is sited on the rock of a shape of turtle which is symbolized to live longer. In the section of the mountain and water, Lee Jung Hwan mentioned a living place near the mountain stream is the best residential area and a landscape which is composed by a stream between mountains make a pleasure spirit and a bright feeling and make a refined person. If one can reach in the graceful mountain make a pleasure split and a bright feeling and make a refined person. If one can reach in the graceful mountain half day away, this kind of place must be a best living residential area to live. But this village was structured all in one place. And one of the ideas tangibly reflected in traditional Korean society's view of life and nature is the seclusion based on the Taoism. This kind of a dreamy thoughts make a dream to keep the paradise in our ancestors' mind. This kind of utopia is Chunghadonchun which is structured 5 aspects from the utopian gate near the Samgaesuewon to the village. These 5aspects is expressed by some Confucian thoughts as a small cosmos individually. On the third aspects which is the center among these aspects, the Suckchunjungsa which was made a seclusion place to devoting himself to his studies with refined tastes. The word of Jiju-am, Gangpung-dae, Jaewol-dae and Biryoung-pock are all expressed to cultivate one's moral character and to seek the truth by the Confucius'theory through the nature.

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