• 제목/요약/키워드: hand immersion

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Effect of Cooling Hands in the Cold Water for the Physiological Responses and Clothing Comfort -Focused on Vascular Hunting Reaction, Thermal Sensation and Pain Sensation- (손의 한랭자극이 인체생리반응과 의복의 쾌적성에 미치는 영향 -한랭혈관반응, 온랭감각, 한랭통증을 중심으로-)

  • 이원자
    • The Research Journal of the Costume Culture
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    • v.12 no.2
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    • pp.279-289
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    • 2004
  • This study was conducted to compare the hunting reaction of finger in the cold water. Finger skin temperature is measured the left middle finger tip immersion in cold water of 5℃ for 30 minutes and measurements were made on finger skin temperature(Ts), thermal comfort, and cold pain sensations during the experiment at the spring (March) and Winter(December). Results were follows. Is before immersion was at the highest in spring and at the lowest in winter and was closely related to the indoor temperature Ts during immersion and recovery. Mean of finger skin temperature(MST), the skin temperature at the first rise(TTR) and amplitude of finger skin temperature reaction during immersion(AT) were significant higher in spring than that in winter(P<.01). The lowest skin temperature(LST) during the cold water immersion were significantly higher in spring than that in winter (P<.05). The frequency of the appearance of cold-Induced vase dilation(CIVD) was higher in spring than that in winter. However, time for the first temperature(TTR) and recovery time(RT) had no seasonal variation. In addition, cold pains during immersion were felt more strongly in spring than in winter. Local thermal sensation, finger thermal sensation in dynamic state during hand immersion was different from that in the Winter. Spring was slowly cold in cold water immersion.

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Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

Hooking rate and bait loss rate of traditional hairtail hand line according to immersion time in the coastal waters of Jeju (제주 연안 재래식 갈치 채낚기의 침지시간에 의한 조획률 및 미끼 탈락률)

  • Kim, Byung-Yeob;Park, Young-Seok;Lee, Chang-Heon
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.45 no.2
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    • pp.77-84
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    • 2009
  • This paper is to investigate the effect of the immersion time in the traditional hairtail hand line for developing the fishing methods and the fishing gear in the coast of jeju. The operating of 32 times was made with each different immersion time of hairtail hand line, and the relations between the catch and the immersion time were examined. As the result, targeted species rate was over 98% of total catch. From about 800 seconds after casting, the hooking rate was decreased and the bite loss rate was increased, it seems to be made by the decreasing factors of predators including the cutting of branch lines etc. In addition, it was supposed that the hooking rate and the bait loss rate had a deep connection with feeding time zone. The level of the correlation coefficient of the bait loss rate according to the immersion time was 0.54 at $p{\leq}0.01$, in the case of the hooking rate, 0.59 was chosen after about 800 seconds. The hooking rate and the bait loss rate according to the hook number were not irrelevant to the fish school layer. Additionally, it was assumed that the bait loss rate was related to the depth of water.

A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

The Effects of Preschooler's Self-regulation and Maternal Parenting Behavior on Preschooler's Game Immersion (유아의 자기조절력과 어머니의 양육행동이 남녀 유아의 게임몰입성에 미치는 영향)

  • Kim, Kyoung-Hoe;Chung, Jee-Nha
    • Korean Journal of Human Ecology
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    • v.23 no.2
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    • pp.219-229
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    • 2014
  • The purpose of this study was to investigate the effects of preschooler's self-regulation and maternal parenting behavior on preschooler's game immersion. Subjects were 253 4- to 5-year-old preschoolers(118 boys, 135 girls) and their mothers. Data were analyzed by descriptive statistics, t-test, correlation analysis and stepwise multiple regression analysis. The major findings are summarized as follows: (1) preschooler's game immersion differed from preschooler's gender. Boy preschooler had higher score than girl preschooler in game immersion. (2) Both boy and girl preschooler's game immersion was negatively correlated with preschooler's behavioral regulation and emotional regulation, maternal rational guidance, limit-setting and affection. (3) The most influential factor on boy preschooler's game immersion was behavioral regulation. On the other hand, the most influential factor on girl preschooler's game immersion was emotional regulation, and the next influential factor was maternal affection. Results of this study indicate that self-regulation enhancement program should be developed and mothers should be more affective with their preschoolers in order to prevent preschoolers' game immersion.

esearch on Biomechanics of Korean Body Segments (한국인 인체분적의 동특성에 관한 연구)

  • 박수찬;박세진;황민철
    • Proceedings of the ESK Conference
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    • 1996.04a
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    • pp.291-300
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    • 1996
  • This study is to determine the biomechanical characteristics of Korean. Male 58 and Female 54 were participated for the measurement which was performed by immersion method and reaction board method. Body parts were head with neck, trunk, upper arm, forearm, hand, thigh, leg, and foot. Their volumes were measures by immersion method. Their weight were determined by using Dempster(1995), Drills and Contini(1969) density data. Each center of body part weight were determined by specific posture on the reaction board. The postures were asked to the subject forearm- lifted posture, total let- lifted posture, foot-lifted posture. According to each posture, the center of each part were calculated.

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The Relationships among Play Space, Play Behaviors and Playfulness of 4-Year Old Children in Childcare Centers (어린이집 만 4세 유아의 순수 놀이공간 및 놀이성과 놀이행동 간의 관계)

  • Nam, Jin Kyung;Kim, Myoung Soon
    • Korean Journal of Child Studies
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    • v.35 no.2
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    • pp.25-41
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    • 2014
  • The purpose of this study was to investigate the relationships between play behaviors and young children's playfulness in a variety of play space environments. The subjects were 150 4-year old children of 29 mixed-age classes in childcare centers of Seoul and Gyeonggi area. The results were as follows; (1) Their play behaviors differed according to their play environment in terms of classroom spaces. Solitary-active play behaviors were more frequently observed in large play spaces than small. (2) Leading participation, cognitive flexibility, voluntary full immersion, and total playfulness scores correlated negatively with reticent behavior. Leading participation, voluntary full immersion, and total playfulness scores, on the other hand, correlated positively with group play behavior. (3) In small play spaces, leading participation, voluntary full immersion correlated negatively with reticent behavior, but leading participation correlated positively with group play. In middle play spaces, cognitive flexibility correlated negatively with reticent behavior. In large play spaces, voluntary full immersion correlated negatively with parallel play, but leading participation, cognitive flexibility, expressions of joy, voluntary full immersion, and total playfulness score correlated positively with group play.

Relationship with Visualization and Immersion in Virtual Reality Games (가상현실 게임에서의 시각화와 몰입도의 상관관계)

  • Choi, Min Soo;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.121-128
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    • 2018
  • Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion.

Effect of Activity Immersion Conflict Perceived by Rural Multicultural Couple on Their Self-esteem, and Happiness : Focusing on Analysis of Actor and Partner Effect Using APIM (농촌 다문화가족 부부의 활동몰입갈등이 자아존중감과 행복감에 미치는 효과 : APIM을 이용한 행위자와 파트너 효과 분석 중심)

  • Yang, Soon Mi
    • The Korean Journal of Community Living Science
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    • v.27 no.spc
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    • pp.557-571
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    • 2016
  • This study examined the effects of the actor and partner according to the activity immersion conflict perceived by rural multicultural couples in terms of the self-esteem and happiness using Actor-Partner Interdependence Model (APIM). For this purpose, the data of 482 persons from 241 husband-immigrant women dyads were analyzed. As results of the analysis, only the effect of the actor among the actor and partner effect according to the activity immersion conflict affected the self-esteem significantly in both husband and immigrant women. Conflict, namely the actor and partner effect, affected the happiness in both the husband and immigrant women significantly. Second, the difference in the actor conflict level on activity immersion perceived by the couple according to the women's native country was significant in both husband and immigrant women. The level of actor conflict was highest in Vietnamese husbands and the Philippine women. On the other hand, the difference in the partner conflict level on the activity immersion according to the women's native country was significant only in the women, and the level of Vietnamese women was highest. Therefore, the characteristics in the level of actor and partner conflict on activity immersion was caused by the difference in the number of activity organizations participating between the husband and women. Based on the results, this study suggests some measures to reduce the conflict of couples through activity. In addition, some plans for a follow-up study using APIM are suggested.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.