• 제목/요약/키워드: University Immersion

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The Relationship between Sports Media Immersion and Sports Continuation of University Students through Social Media

  • Jung, Hana;Lee, Myoungjin;Park, Sunmun
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.144-152
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    • 2020
  • The purpose of this study is to examine the effects of university students' media sports immersion experience through social media on exercise immersion and exercise continuation. This research target was first selected as a population of university students who have contacted media sports aged 20 or older living in Gwangju Metropolitan City in 2019. The sampling procedure was divided into five parts: Dong-gu, Seo-gu, Nam-gu, Buk-gu, and Gwangsan-gu in Gwangju, and 300 men and women were sampled using cluster random sampling. After individually entering coded data into the computer, the statistical program (SPSS Windows.20.0 Version) was used. The results obtained through this research process are as follows. First, it was found that university students' immersion to media sports had a partial effect on their commitment to exercise. Second, it was found that university students' immersion in media sports had a partial effect on the continuation of the exercise. Third, it was found that college students' exercise commitment has a partial effect on exercise continuation.

<모네, 빛을 그리다展>과 <반 고흐 인사이드: 빛과 음악의 축제>의 실증적인 접근을 통한 몰입적 특성에 대한 비교 연구 (A Comparative Study of Immersiveness in and through an Empirical Approach)

  • 이보아;하승완;서재인
    • 한국멀티미디어학회논문지
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    • 제20권4호
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    • pp.686-695
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    • 2017
  • The purpose of the study is to analyze the impact of storytelling factor, technical factor and exhibition environment factor on the degree of satisfaction, degree of immersion and immersion types in and . Our findings show that the degree of satisfaction not only has a significant correlation with the degree of immersion, but also influences on the holding power and behavioral intention. According to the results of correlation analyses, three factors have an impact on the degree of satisfaction and immersion. Immersion factors influence negatively on Focused Attention and Heightened Enjoyment, however, the factors effect positively on Temporal Dissociation and Curiosity. As the influence of immersiveness on the degree of satisfaction and immersion, and immersion types have been verified, this study offers a fresh understanding of the importance of immersion factors as evaluation criteria for digital exhibitions.

Super-continuum generation 현상을 이용한 Solid-immersion lens 기반 공초점 현미경 (Solid-immersion lens based confocal microscopy using super-continuum generation effect)

  • 이원섭;문형배;임건;최국종;박노철
    • 정보저장시스템학회논문집
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    • 제11권2호
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    • pp.22-25
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    • 2015
  • In this paper, we demonstrate solid-immersion lens based confocal microscopy using super-continuum generation effect. Using super-continuum generation effect, we could diversify the excitation wavelength of confocal microscopy. Further, high refractive index of solid-immersion lens would increase the resolution of confocal microscopy. As a result, by applying the super-continuum generation effect and solid-immersion lens to confocal microscopy, some problems of confocal fluorescent microscopy, the excitation wavelength and the resolution, could be overcome. To verify it, we made home-built solid-immersion lens based confocal microscopy using super-continuum generation effect, and evaluate the performance of the system.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

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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    • 제14권2호
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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.

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

  • 신영오;한민규;이정범;엄병헌
    • Journal of Nutrition and Health
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    • 제44권5호
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    • pp.378-383
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    • 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.

Influence of Smartphone Addiction on Learning Immersion, Sociality and Morality

  • Hong, Sunyeub;Park, Gangwoo;Kim, Teasun
    • International Journal of Advanced Culture Technology
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    • 제6권2호
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    • pp.23-29
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    • 2018
  • The purpose of the present study was to investigate the influence of smartphone addiction on learning immersion, sociality and morality of college students and the present study is a descriptive survey research to investigate the influence of smartphone addiction on learning immersion, sociality and morality of college students. The subjects were 145 freshman, sophomore and junior students in the Department of Health at a college located in the Gyeongbuk region, and the data were collected from November 15 to 18, 2017. upon analyzing the correlations between the variables, a negative correlation was found between learning immersion and sociality and between learning immersion and morality, indicating that the learning immersion decreased as the sociality or morality increased. A positive correlation was found between sociality and morality, indicating that those who have a higher degree of sociality have a higher level of morality.

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

  • 송승열;임상국
    • 한국멀티미디어학회논문지
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    • 제25권6호
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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
    • 융합경영연구
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    • 제11권3호
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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.

Evaluation of Sapwood and Heartwood Decay Resistance after Immersion-Treatment with Pyroligneous Liquor

  • Won, Kyung-Rok;Hong, Nam-Euy;Park, Han-Min;Byeon, Hee-Seop
    • Journal of the Korean Wood Science and Technology
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    • 제44권6호
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    • pp.880-889
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    • 2016
  • To evaluate the resistance of wood to decay caused by fungi, sapwood and heartwood of red pine (Pinus densiflora) and sapwood and heartwood of larch (Larix kaempferi) were conducted. Wood samples were immersed for 96 h in pyroligneous liquor. Then, the brown-rot fungus, Fomitopsis palustris, was used to examine the decay resistance of red pine and larch. Weight and density of wood from the all conditions increased after immersion treatment. Weight loss after decay resistance test was also dropped with a immersion treatment. The lowest weight loss indicated at immersion-treated heartwood of larch. Immersion treatment using pyroligneous liquor effectively increased the resistance of wood to decay caused by fungi.