• 제목/요약/키워드: immerse

검색결과 100건 처리시간 0.025초

온라인 게임 내 캐릭터의 정서구조 연구 (A study on Emotion Structure of Online Game Character)

  • 박이슬;고일주;박준형
    • 디지털산업정보학회논문지
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    • 제12권3호
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    • pp.167-179
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    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

Design Learning Environment based on Affordance Concept for Convergent Design Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.199-206
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    • 2020
  • I suggested the design learning environment based on affordance concept approach for supporting and improving learners' behavior and outcome for convergent design education in this study. The design learning space should be applied teaching and learning activity, especially learners' behavior, physical space condition to support the design thinking process. The design learning space needs openness, individuality and connectivity to support the learners' behavioral to immerse, participate, cooperate, understand, think and fulfill the design thinking process. The composition principles of the learning environment for convergent design education supports communication and collaboration among members for independence and interaction. The spaces for design research and teaching needs high privacy while facilitating visual communications through special materials and wall structure design. Also, for connectivity to improve the learners' physical and visual contact, the environment of the classrooms requires flexibility and mobility by providing an open space integrating unit cells for realizing learning purpose. These are provided by formed of an open structure for inducing visual communication and physical contact to involve the design activities and the mutual interchange.

게임구성요소와 몰입과의 상관관계에 대한 연구 (The Study of the Interrelations between Game Components and Flow)

  • 박상진
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 추계 종합학술대회 논문집
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    • pp.819-823
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    • 2006
  • 게임에 있어서의 몰입은 게임을 지속적으로 플레이하게 만드는 가장 중요한 요소이다. 사용자가 게임에 몰입하지 못한다는 것은 게임에 흥미를 느끼지 못해 결국 사용자로 하여금 게임을 포기하게 한다. 그러므로 게임이 가지고 있는 몰입 요인을 인지하고 있어야 하며, 몰입을 유발하는 요소들을 게임개발에 적용시킴으로써 사용자에게는 게임의 즐거움을 배가시키고, 게임 개발사에게는 높은 수익창출을 가져다 줄 수 있을 것이다. 이에 본 연구는 사용자에게 초고조의 몰입 상태를 경험하게 하기 위해서 게임 안에 존재하는 몰입의 요인과 게임의 구성요소와 상관관계를 알아본다.

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공학교육에서의 팀 학습 운영 실태 분석 (Analysis of Current Status of Team Learning in Engineering Education)

  • 한지영;박수연;방재현
    • 공학교육연구
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    • 제20권4호
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    • pp.28-37
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    • 2017
  • The purpose of this study was to analyze the current status of team learning in engineering education. For this, literature review and survey were used. The survey was conducted with 16 professors and 627 students in engineering college. Based on the results, team should be organized in consideration of various characteristics and competencies for effective team learning activities in engineering education. And in the team learning operations, it is necessary to make the conditions for students to immerse in team learning through the activation of communication of team members, tightening management of free riding in team learning, and optimizing team learning period. It is necessary to use the team learning evaluation method in harmony with the team, individual and peer evaluation.

유럽화살오징어의정장성 및 가공적성에 관한연구 2. 탈피 동결 및 해동조건 (A Study on the Processing Aptitude and Storage of Common-European Squid(Loigo vulgaris) 2. The Skin Stripping, Freezing and Thawing Conditions)

  • 박희열;허종화
    • 한국식품영양과학회지
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    • 제19권2호
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    • pp.175-179
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    • 1990
  • Investigations of skin stripping freezing and thawing conditions of common-European squid (Loigo vulgaris) were carried out. The most effective method of skin stripping was to immerse the sample at 5$0^{\circ}C$ for 10-15 minutes in fresh water or salt solution(5-10% w/v) Contact freezing and fresh water thawing method was found to be effective. The muscle structure of the sample thawed after contact freezing was almost the sample after contact freezing was almost the same as that of raw sample.

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버스정류소 키오스크DID 사용자 만족도 조사 연구 (Evaluation of User Satisfaction for Bus Stop Kiosk DID)

  • 이승민;황성원
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.429-436
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    • 2017
  • This study was attempted to improve the utilization of kiosk DID and to establish the production direction of the kiosk DID to be developed in the future, through analysis of kiosk DID user satisfaction at bus stop. This study showed that the satisfaction of the usability of the bus stop kiosk DID was high but in order to enhance the active use of kiosk DID and user satisfaction, unique and interesting content needs to be added and switched, not just simple information but content that users will immerse.

실외 AR FPS 게임을 위한 모션 컨트롤 시스템 개발 (Development of Motion Control System for Outdoor AR FPS Game)

  • 김지은;이헌주
    • 한국게임학회 논문지
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    • 제17권4호
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    • pp.47-54
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    • 2017
  • 포켓몬고 게임의 인기로 실외 증강현실 게임에 대한 관심이 높아졌다. 본 논문은 실외 증강현실 슈팅 게임을 위한 권총형 모션 컨트롤러와 이와 연동하는 증강현실 게임 콘텐츠를 소개한다. 기존의 증강현실 게임용 총 컨트롤러는 방아쇠 인터랙션만 지원하고 있지만, 제안하는 장치는 모션 인터랙션으로도 게임을 조작할 수 있어, 실외에서도 총기류를 이용한 슈팅 게임을 몰입하여 즐길 수 있다.

국립중앙박물관 네비게이션시스템 이용자 만족도 연구: 플로우개념을 중심으로 (A Study on User Satisfaction in the Mobile Navigation Systems of National Museum of Korea : Focused on Flow Theory)

  • 김학희;이기동
    • 한국정보시스템학회지:정보시스템연구
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    • 제18권2호
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    • pp.19-34
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    • 2009
  • The purpose of this study is to analyze the influence of the flow concepts to the visitor's satisfaction in the mobile sensor-network navigation system. recently installed in the National Museum of Korea in Seoul. The satisfaction of visitor's on the facilities and services offered by the museum environment is crucial in that it provides a value-added learning experience for the visitor to immerse into the historical descriptions and cultural contents, often presented in digital formats. 200 subjects' data are analyzed using the structural equation model and the key results are presented. It is hoped thai our flow results show a new way of understanding of information technologies applied to the museum setting.

Wet-work Exposure: A Main Risk Factor for Occupational Hand Dermatitis

  • Behroozy, Ali;Keegel, Tessa G.
    • Safety and Health at Work
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    • 제5권4호
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    • pp.175-180
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    • 2014
  • Wet-work can be defined as activities where workers have to immerse their hands in liquids for >2 hours per shift, or wear waterproof (occlusive) gloves for a corresponding amount of time, or wash their hands >20 times per shift. This review considers the recent literature on wet-work exposure, and examines wet-work as a main risk factor for developing irritant contact dermatitis of the hands. The aim of this paper is to provide a detailed description of wet-work exposure among specific occupational groups who extensively deal with water and other liquids in their occupations. Furthermore, it highlights the extent and importance of the subsequent adverse health effects caused by exposure to wet-work.

Simulation of Child Care for First-time Father

  • Jang, Sin-young
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.47-55
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    • 2019
  • In past patriarchal societies, childbearing was considered the sole possession of women. At a time when women were struggling to move into society, the concept of parenting as the mainstay of the capitalist economic society and the head of the family has naturally been taken for granted by a woman named "housewife." Since the role of male babies is as important as that of females, Fathers are trying to promote the importance of the effects of fathers due to active participation in childcare and help change old perceptions of the past. Men also know the importance of participating in childcare in early childhood, but often do not know what their children want or why they cry due to lack of basic child care knowledge and lack of education. We tried to give fathers the meaning of indirect experience and change their perception of parenting by producing interactive VR content, which is completed with dad's participation, so that they can experience the child in person. In addition, through familiar childcare professional product advertisement and 360 degree stereo sound. It is made to immerse in the game to gain persuasive effect, inducing fathers to have interest and interest in childrearing.