• Title/Summary/Keyword: immersion

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Reflections on the problems with English immersion programs: Perspectives of in-service teachers at primary English immersion schools (초등학교 영어몰입교육의 문제점에 대한 고찰: 연구학교 교사의 시각에서)

  • Nam, Kyung-Sook;Cho, Yunkyoung
    • English Language & Literature Teaching
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    • v.16 no.3
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    • pp.207-229
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    • 2010
  • The present study has sought to explore the critical issues of English immersion education through the voices of the four elementary teachers who have recently taught at immersion programs under the guidance of Busan Metropolitan City Office of Education. The interview data with three teachers and the teaching journals of one teacher were analyzed and categorized into two emergent themes: (1) current difficulties in the immersion programs and (2) possible problems with the implementations of immersion programs in all public schools. Specifically, the first issue included teachers' inadequate teaching skills for immersion programs, accumulated learning losses, and lack of immersion class hours. The second issue included workload imposed on immersion program teachers, promotion of private education, learning losses of other subjects, and administration for show. Finally, pedagogical implications are suggested.

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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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    • v.8 no.4
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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.

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

  • Rhee, Boa;Seo, Jane;Ha, Seung Wan
    • Journal of Korea Multimedia Society
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    • v.20 no.4
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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.

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

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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    • v.11 no.3
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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.

Comparison of Balance Ability according to the Immersion Level of Virtual Reality-based Training for the Balance Enhancement of the Elderly (노인의 균형증진을 위한 가상현실 기반 훈련의 몰입도에 따른 균형능력 비교)

  • Kim, Yeoung-Sung;Park, Min-Chull
    • PNF and Movement
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    • v.16 no.2
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    • pp.259-266
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    • 2018
  • Purpose: This study aimed to compare balance ability according to the immersion level of virtual reality-based training for the balance enhancement of the elderly. Methods: This study included 48 elderly people aged 65 years and older (male 16, female 32). According to the immersion level of applied virtual reality training, 16, 17, and 15 persons were randomly assigned to full immersion, semi-immersion, and control groups. The subjects who were assigned to the full immersion group and semi-immersion group received virtual reality training for 6 weeks at 20 min at a time, 3 times per week. The control group received no intervention. Balance ability was evaluated by measuring the stability limit and the tandem walking test before and after the intervention. Results: Results showed significant differences among the three groups in the limit of stability of all directions and the tandem walking test after the intervention. The results of the limit of stability showed a significantly higher value in the full-immersion group than in the control group, and the results of the tandem walking test showed a significantly lower value in the full-immersion and semi-immersion groups than in the control group. Conclusion: The results indicate that the head-mounted display equipment for applying full-immersion virtual training is the most effective in enhancing the balance ability of the elderly.

Study on the Defect Mechanism of Immersion Gold Layer (Immersion gold층의 결함 메카니즘 연구)

  • Lee, Dong-Jun;Choi, Jin-Won;Cho, Seung-Hyun
    • Journal of the Microelectronics and Packaging Society
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    • v.15 no.3
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    • pp.35-40
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    • 2008
  • Investigation on immersion gold layers was carried out using TEM analysis for the purpose of understanding the defect of immersion gold layer. The immersion gold layers prepared with three different types of baths were observed. The results showed that the defect structure of immersion gold layer is strongly dependent on the types of gold baths. Spherical defects of average 10 nm size were located along the grain boundaries for the specimen formed at KAu$(CN)_2$ bath containing no reducing agent. In the case of the specimen processed at KAu$(CN)_2$ bath containing a reducing agent, the spherical defects of 5-10 nm size were distributed randomly in grains as well as at grain boundaries. However, such defects disappeared almost completely when $Na_{3}Au(SO_3)_2$ bath was used to fabricate an immersion gold.

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Proposal on Immersion Assessment of Interactive Art (인터랙티브 아트에서의 몰입측정 방법 제안)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.353-358
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    • 2014
  • Interactive art is implemented by participants interaction, characterized by the virtuality, immersion, interactivity. Among these features, immersion is important factor to absorb in the interactive art. From now, Interactive art measurement methods are mainly used in interview, questionnaire, and physiological methods. But these methods are difficult to measure the exact immersion, can give interfere with viewer's participation in the interactive art. In this paper, we propose the immersion measurement method which based on participant's moving lines, observation time with mobile devices, camera. This paper can help to analyse degree of immersion on interactive art.

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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Mediating Effects of Self-Regulation on the Relationship between Childhood Smart Device Immersion Tendency and Pro-Social Behavior (유아의 스마트미디어 몰입경향성과 친사회적 행동의 관계에서 자기 조절력의 매개 효과)

  • Kim, Seo-Hee;Hwang, Sung-On
    • Human Ecology Research
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    • v.55 no.1
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    • pp.1-12
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    • 2017
  • This study examines the relationship among children's smart device immersion tendency, children's self-regulation, and pro-social behavior as well as investigates the mediating effect of self-regulation between children's smart device immersion tendency and pro-social behavior. Participants were composed of 263 4-year-old children attending kindergarten in Incheon and Gyeonggi province. Data were analyzed by means of Pearson's correlation coefficients in SPSS, the structural equation model and bootstrapping in AMOS. The results are as follows. First, there is a statistically meaningful relationship among children's smart device immersion tendency, self-regulation, and pro-social behavior. There is a negative correlation between children's smart device immersion tendency and children's self-regulation as well as pro-social behavior; however, there is positive relationship between children's self-regulation and pro-social behavior. Second, children's smart device immersion tendency had a direct effect on children's self-regulation. In addition, children's self-regulation indicated a direct effect on children's pro-social behavior. Third, children's self-regulation was found sufficient to mediate the relationship between children's smart device immersion tendency and pro-social behavior. The results indicate that the effort to increase children's self-regulation may decrease the negative effect toward children's pro-social behavior caused by smart device immersion tendencies.