• Title/Summary/Keyword: User Immersion

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The Effects of Virtual Competitors on AR (Augmented Reality) Home Training System: Focusing on Immersion, Perceived Competition, and Learning Motivation (증강현실을 활용한 홈 트레이닝에서 가상 참여자의 영향: 몰입, 인지된 경쟁, 그리고 정보 습득의 욕구를 중심으로)

  • Choi, Sungho;Lee, Wonouk;Kim, Hyunju;Won, Jongseo;Lee, Jeehang;Lee, Yeonjoo;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.119-130
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    • 2017
  • The purpose of the study is discovering the effects of virtual competitors on user in AR (Augment Reality) home training system. Specifically, the current research examined their effects on immersion, perceived competition, and leaning motivation. The paper tested three unexplored relationship. First, introducing virtual competitors in home training system will enhance user's immersion. Second, presenting virtual competitors in home training system will increase user's perceived competition. Third, virtual competitors in home training system will raise user's learning motivation. For empirical analysis, we developed home training system, which could check and give feedback automatically, based on user's posture. Using this AR home training system, the study empirically shows how and why virtual competitors affect users. The results give implications not only on service design; but also on the idea that virtual other could affect user's behavior.

The Effect of Fun Factors and Immersion on Health Applications Flow User Satisfaction (헬스 어플리케이션의 재미요인과 몰입이 이용자의 만족에 미치는 영향)

  • Yu, Hyun-Joong;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.57-65
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    • 2020
  • This study is places importance on health and safety in the era of untact, non-face-to-face care areas are increasing. To find out the fun factors and the effect of immersion on use satisfaction of health application users. Through the first factor analysis, we found the fun and immersion elements(joyful, interest, social intercourse) of users. Secondly, we looked at the impact of fun factors and immersion on satisfaction (viral intention, continuity). Finally, we looked at whether the user's characteristics affect satisfaction. The impact on fun factors and satisfaction was different depending on gender, which are characteristics of health application users. Both men and women showed significant results in oral tradition of pleasure, and in the case of women, elements of joy and psychological compensation were found to affect the continuation of use. It is thought that it is important to consider this in terms of marketing so that the elements of enjoyment among the fun factors of users through health application can continuously affect the continuation of use or oral tradition.

A Study on the User Immersion and Loyalty of MMORPG Avatar Customization (MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구)

  • Yang, Gi Hyun;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.17-28
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    • 2013
  • The development of technology has enabled users to customize avatars using various combinations and appearances in MMORPG. This study investigated the loyalty and user immersion factors of MMORPG avatar customization, which included personal factors (self-esteem, self-efficacy) and environmental factors (challenging spirit, sense of unity). immersion factors were extracted and a research model was established by observing precedent studies conducted on Flow theory and on the development and transformation of avatars. This study established a theory based on a developed research model and by surveying the users of AION, a MMORPG game, who actively enjoyed avatar customization, after determining measurement items based on precedent studies. The research results showed that self-esteem, a challenging spirit and sense of unity must be enhanced to increase the customization immersion. In addition, research results showed that the degree of loyalty increased with higher customization immersion.

A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.349-356
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    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

Calibration of 9 axis sensor data for high immersion feeling of VR user (VR 사용자의 높은 몰입감을 위한 9축센서 데이터의 보정)

  • Kim, Dong-min;Lim, Ji-yong;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.400-403
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    • 2018
  • The VR / AR market has grown significantly due to the development of Virtual Reality and Augmented Reality, the core technologies of the Fourth Industrial Revolution. According to a report released by the Korea Science and Engineering Corporation (KISTEP), the global VR / AR market will grow to $ 105 billion by 2022. An important key to the growth of the VR / AR market is user immersion. VR is dependent on technology of hardware such as display and sensor for biometric signal recognition. In order to improve user's immersion feeling, it is important to transmit sensor data to display device more accurately and quickly. In this paper, we consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the Motion to Photon (MTP) time that user movement is fully reflected on the display using sensor devices.

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Structural Relationship between Individual Factor, Quality Factor and Immersion in Impact Analysis of Facebook Persistance (기본심리욕구, 시스템품질, 서비스품질 및 몰입이 Facebook 지속사용의도에 미치는 영향 규명)

  • Joo, Young-Ju;Chung, Ae-Kyung;Lee, Minyeong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.47-55
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    • 2016
  • As smartphone was distributed widely usage of SNS is growing. Because of ots characteristics, SNS can sustain only when user uses SNS, users' intention to persist use of SNS is very important. Therefore in this study, psychological needs and immersion, the quality of SNS were chosen as impact variables to verify whether they affect the persistance of Facebook usage. A survey was conducted to 165 of Facebook user, and the result showed that compentence and relatedness significantly affeted immersino, and compentence and system quality significantly affected Facebook persistence.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

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.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

A Study on Gamepad/Gaze based Input Processing for Mobile Platform Virtual Reality Contents (모바일 플랫폼 가상현실 콘텐츠에 적합한 게임패드/시선 기반 입력 처리 기술에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Jeon, Changyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.31-41
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    • 2016
  • This study proposes suitable input processing technique for producing the mobile platform based virtual reality contents. First of all, we produce the mobile platform based virtual reality interactive contents to be used in experiments for improve user's immersion who experience the virtual reality contents, get interests and design the input processing that easily controllable. Then design the input processing technique in two methods, with gamepad that accessibility to mobile and with directly through user's gaze to interface. Through virtual reality based input processing technique that we proposed, we analyse effect of improve user's immersion, cause of get interests and whether provide the convenience or not for controlling contents through experiments. Moreover we verify whether bring negative psychological elements like sickness, fatigue or not.