• Title/Summary/Keyword: User Immersion

Search Result 249, Processing Time 0.026 seconds

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.12
    • /
    • pp.85-92
    • /
    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.5
    • /
    • pp.932-938
    • /
    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
    • /
    • v.15 no.1
    • /
    • pp.1-9
    • /
    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
    • /
    • v.14 no.2
    • /
    • pp.367-376
    • /
    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

Using Secondary Display in Interactive FPS Game and Its Availability (체감형 FPS 게임에서 보조 Display의 활용성)

  • Park, Chang-Bum;Park, Won-Bae;Paik, Doo-Won
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.29-36
    • /
    • 2010
  • As more and more advanced technology implemented in Computer Game, various of technical skill must be applied to satisfy the demand of the users specifically in the immersion and convenience of the games. As a result, The number of interactive games, which are controlled by user's physical action so that make the games more immersible, are increasing. In Addition, as the amount of information that happens in the games increases, many studies are going on to provide efficient user-interface. In this study, we develop an interactive game using a controller designed by us, which consist of Wii controller and an attached secondary display that provides game information to user. In addition, we conduct a survey with questions about immersion and convenience of the game to understand how users feel when doing the suggested game, and to compare our game environment with general FPS game environment that uses mouse and keyboard.

A Study of VR News Characteristics on User's Effect: Focused on Recall, Understanding, Enjoyment, Visual Fatigue and Resue Intention (VR뉴스의 이용자 효과에 관한 연구)

  • Song, Min-Ho;Lee, Min-Kyu
    • Journal of Digital Convergence
    • /
    • v.16 no.3
    • /
    • pp.439-449
    • /
    • 2018
  • The purpose of this study was to examine the effect of VR news focused on recall, understanding, enjoyment, visual fatigue and reuse intention through experimental study. Using Window SPSS 21.0 and AMOS 21.0 program, the data was analyzed by exploratory/confirmatory factor analysis, reliability analysis, correlation analysis and path analysis. The Results are as follows. First, presence and immersion among VR news characteristics influenced positively on users' recall of VR news. Second, presence, interactivity and immersion among VR news characteristics influenced positively on users' understanding of VR news. Third, presence, interactivity and immersion among VR news characteristics influenced positively on users' enjoyment of VR news. Fourth, presence among VR news characteristics influenced negatively on users' visual fatigue of VR news. Fifth, presence and immersion among VR news characteristics influenced positively on users' reuse intention of VR news. This study will provide on an important implication understanding VR news characteristics and VR news users.

Design of Virtual Reality content for supervising abusement

  • Kim, Minji;Lim, Chan
    • International journal of advanced smart convergence
    • /
    • v.8 no.4
    • /
    • pp.9-15
    • /
    • 2019
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

A Gamification Study for the Reading Application Development (리딩 어플리케이션 설계를 통한 게이미피케이션 연구)

  • Ahn, Duck-Ki
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.3-12
    • /
    • 2021
  • This study is a design study to develop the reading application for English learning courses with fun elements of Gamification incorporating user's immersion. The system is focusing on the story progression of Aesop's fable "Rabbit and Tortoise", which is consisted of chapters in digital technology. We intended to apply the four elements of fun factors by grafting Gamification into the game engine system. The purpose and significance of the study is to present the guideline through evaluation of usability from prototypes by surveying the educator group.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.1
    • /
    • pp.270-275
    • /
    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

Multimodal Interaction on Automultiscopic Content with Mobile Surface Haptics

  • Kim, Jin Ryong;Shin, Seunghyup;Choi, Seungho;Yoo, Yeonwoo
    • ETRI Journal
    • /
    • v.38 no.6
    • /
    • pp.1085-1094
    • /
    • 2016
  • In this work, we present interactive automultiscopic content with mobile surface haptics for multimodal interaction. Our system consists of a 40-view automultiscopic display and a tablet supporting surface haptics in an immersive room. Animated graphics are projected onto the walls of the room. The 40-view automultiscopic display is placed at the center of the front wall. The haptic tablet is installed at the mobile station to enable the user to interact with the tablet. The 40-view real-time rendering and multiplexing technology is applied by establishing virtual cameras in the convergence layout. Surface haptics rendering is synchronized with three-dimensional (3D) objects on the display for real-time haptic interaction. We conduct an experiment to evaluate user experiences of the proposed system. The results demonstrate that the system's multimodal interaction provides positive user experiences of immersion, control, user interface intuitiveness, and 3D effects.