• Title/Summary/Keyword: immersion

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The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Immersion rate of Protothaca jedoensis spat on Different Grain Sizes (살조개, Protothaca jedoensis 치패의 저질입도에 따른 잠입율)

  • Rha, Sung-Ju;An, Yun-Keun;Park, Il-Woong;Kim, Jung;Choi, Sang-Duk
    • Journal of Aquaculture
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    • v.20 no.2
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    • pp.127-131
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    • 2007
  • In order to obtain the basic biological data for effective seed production of Protothaca jedoensis, the influence of sediment condition on its immersion rate was investigated. Immersion rate of P. jedoensis spats was investigated in the different substrate groups; mud, fine sand, medium sand and coarse. In 72 hours, immersion rate and survival rate of spat was 90.0 and 90.0, 76.7 and 98.3, 61.7 and 86.7, and 85.0 and 93.3%, respectively. And also, survival rates of the groups were 90.0%(mud), 98.3%(fine sand), 86.7% (medium sand) and 93.3% (coarse sand) respectively. The immersion time and rate of spat was increased with an increase in shell length.

A Basic Study on the Criteria of Immersion Suits for Fishing Vessels Engaged in Coastal and Inshore Fisheries (연근해 어선에 대한 방수복 비치기준 개정을 위한 기초연구)

  • KIM, Ki-Sun;CHO, Jang-Won;HAN, Se-Hyun;LEE, Chang-Hee
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.6
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    • pp.1581-1590
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    • 2016
  • In order to reduce the risk of death from hypothermia for the fishing vessel's crew at sea, this paper suggests that the criteria of equipment of fishing vessels should be revised for fishing vessels engaged in coastal and inshore fisheries to be equipped with the immersion suit. The criteria of equipment of fishing vessels for immersion suits was amended to reflect the sinking of No.501 Oryongho but it was only reflected in ocean fisheries at Bering sea and Antarctic ocean that immersion suits must be provided with the same number of the total number of crew on board. Therefore, this paper analyses the relationship between maritime accident of fishing vessels and weather condition based on sea water temperature to find out the risk of hypothermia and also compares the international conventions(SFV Protocol 1993, Cape Town Agreement 2012, STCW-F 1995 and SOLAS 1974) and domestic law concerning criteria of equipment of fishing vessels. As a result, fishing vessels engaged in coastal and inshore fisheries are exposed to the risk of hypothermia when they are in distress and the criteria of equipment of fishing vessels should be amended to provide the immersion suits in accordance with the revision trend of international conventions.

Effect of PCB Surface Finishs on Intermetallic Compound Growth Kinetics of Sn-3.0Ag-0.5Cu Solder Bump (Sn-3.0Ag-0.5Cu 솔더범프의 금속간화합물 성장거동에 미치는 PCB 표면처리의 영향)

  • Jeong, Myeong-Hyeok;Kim, Jae-Myeong;Yoo, Se-Hoon;Lee, Chang-Woo;Park, Young-Bae
    • Journal of the Microelectronics and Packaging Society
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    • v.17 no.1
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    • pp.81-88
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    • 2010
  • Thermal annealing and electromigration test were performed at $150^{\circ}C$ and $4{\times}10^3\;A/cm^2$ conditions in order to investigate the effect of PCB surface finishs on the growth kinetics of intermetallic compound (IMC) in Sn-3.0Ag-0.5Cu solder bump. The surface finishes of the electrodes of printed circuit board (PCB) were organic solderability preservation (OSP), immersion Sn, and electroless Ni/immersion gold (ENIG). During thermal annealing, the OSP and immersion Sn show similar IMC growth velocity, while ENIG surface finish had much slower IMC growth velocity. Applying electric current accelerated IMC growth velocity and showed polarity effect due to directional electron flow.

Study on the Durability of GFRP Composites in Alkaline Environment(1) (알칼리 환경에 대한 GFRP 복합재료의 내구성에 관한 연구(1))

  • Moon, Yong-Jae;Park, Chang-Ho;Moon, Chang-Kwon
    • Journal of Ocean Engineering and Technology
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    • v.22 no.1
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    • pp.58-63
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    • 2008
  • The effect of alkaline environmental condition on durability of GFRP composites according to additives was investigated. Additives used were polyvinyl alcohol(PVA), kaolin and alumina powder. Weight gains increased with immersion time in all GFRP composites at $80^{\circ}C$. But weight gain of specimen added PVA did not differ through the wlwle immersion time in both tap water and alkaline solution at 20 and $80^{\circ}C$. Tensile strength decreased with immersion time in all environment conditions. Tensile strength of GFRP composites regardless of additives decreased rapidly up to 5 days of immersion and then decreased slowly up to 30 days in alkaline solution environment at $80^{\circ}C$. Weight gains had not. much difference in both tap water and alkaline solution at $20^{\circ}C$. And weight gain of GFRP composites added polyvinyl alcohol had smaller than the others through the whole immersion time in both tap water and alkaline solution at $20^{\circ}C$ and $80^{\circ}C$. Tensile strength of GFRP composites added polyvinyl alcohol had higher than the others through the whole immersion time in both tap water and alkaline solution at $20^{\circ}C$ and $80^{\circ}C$.

The Mediating Effect of Mobile Phone Dependency in the Relationship between Parent's Neglecting Attitude and Adolescent's Adult Media Immersion (부모의 방임적 양육태도와 청소년의 성인매체 몰입간의 관계에서 휴대전화 의존의 매개효과 검증)

  • Kim, Jin-Woong
    • Journal of Convergence for Information Technology
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    • v.9 no.11
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    • pp.171-179
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    • 2019
  • This study aims to examine whether a Parent's Neglecting Attitude affects an Adult Media Immersion and Adolescent' Dependence on mobile phonehas a mediating effect. To achieve this goal, the first year of middle school panel of 'the 6th Korean Children and Youth Panel Survey(KCYPS)' was utilized. To verify the mediating effect of Adolescent' Dependence on mobile phone in the relationship between Parent's Neglecting Attitude by Adolescents and the Adult Media Immersion, Baron & Kenny's mediating effect analysis method was conducted and the analytical findings are shown below. According to this study, first of all, more the Parent's Neglecting Attitude rise to rise the Adult Media Immersion. Second, the Adolescent's Dependence on mobile phone partly mediates the Adult Media Immersion. The practical implications of this results are below : First, we need to make a policy and legal effort to improve the relationship between parents and children. Second, there is a need to practice professional programs in schools, focusing on school social worker. Third, Revision of relevant laws limiting access to adult media is necessary.

The Effect of Augmented Reality Journalism on Immersion and Information Acquisition in Chinese Disaster and Sports News (AR 뉴스의 특성이 수용자의 몰입도 및 정보습득에 미치는 영향 - 중국의 재해, 스포츠 보도를 중심으로)

  • Liu, Jia Ni;Lee, Yoon;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.474-488
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    • 2021
  • The application of Augmented Reality(AR) technology is visible in medical procedures, education, marketing, and journalism. By experimenting, this study examines how the evaluation of the three elements of augmented reality news contents(visual image, storytelling, interactivity) affects immersion and information acquisition. Specifically, a 2 (video technology: AR vs. general) × 2 (news type: disaster vs. sports) between-subject design was examined. Results showed that the evaluation of all three elements was higher when viewing AR news than when viewing general news. The level of immersion was higher when viewing AR news, and the evaluation of storytelling and interactivity had positive effect on the level of immersion regardless of the news types. However, the evaluation of visual images did not affect the level of immersion. Information acquisition was higher after viewing AR news, yet the effect of the evaluation of the three elements on information acquisition had not been found. Implication and discussion of the study were added in the end.

Property change of geopolymers after immersion (지오폴리머의 침지 후 물성변화)

  • Kim, Hakmin;Kim, Yootaek
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.31 no.6
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    • pp.247-257
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    • 2021
  • This study was started to investigate why autoclave curing (AC) specimen showed an improvement in compressive strength after immersion in water for a long time, although AC specimen did not showed a high initial compressive strength unlike our expectations. Distilled water and alkaline solutions were used for immersion and three different curing methods were engaged. It was expected that the compressive strength would be improved after immersion in alkaline solutions; however, there was little difference in compressive strength after 21 day immersion because both new crystallites produced by additional geopolymerization and expansion caused by the alkaline aggregate reaction may prevent the additional improvement in compressive strength. It was concluded that in order to secure the long-term commonality and underwater stability of the geopolymers, it is desirable aging geopolymers while immersing it underwater for more than 21 days after curing using an autoclave.

Research on the immersion in learning, class satisfaction, and academic achievement of dental technology students in online learning (온라인 수업에서 치기공과 학생의 학습몰입, 수업만족도, 학업성취도 관계연구)

  • Choi, Ju Young;Kim, Im-Sun
    • Journal of Technologic Dentistry
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    • v.43 no.4
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    • pp.186-193
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    • 2021
  • Purpose: The purpose of the study was to determine the general characteristics of students in dental technology departments; the correlations among their immersion in learning, class satisfaction, and academic achievement; factors influencing online learning experience; ways to improve students' class satisfaction; and basic data for designing effective online courses. Methods: A total of 300 questionnaires were produced and distributed to dental technology students from September 29 through October 8, 2020. The outcome was analyzed using IBM SPSS Statistics ver. 25.0. A significance level of α=0.05 was used for reliable verification. Results: Immersion in learning, class satisfaction, and academic achievement were relatively high among students who studied on a regular basis, and class satisfaction and academic achievement were relatively high among students who studied with almost no interruption. Concerning the correlations between academic achievement, immersion in learning, and class satisfaction in online learning, the correlation between academic achievement and class satisfaction was the highest at r=0.862. Class satisfaction was the largest factor that influenced academic achievement, and the higher students' immersion in learning and class satisfaction were, the higher their academic achievement was. Conclusion: The research is a case study that investigated the general characteristics of dental technology department students and the correlations among their immersion in learning, class satisfaction, and academic achievement. The study outcome could be used in determining factors that influence online learning and designing effective online courses that improve learner satisfaction.

The Effect of Gamification-based Classes on Learning Motivation and Learning Immersion of Junior College Students (게이미피케이션을 기반으로 한 수업이 전문대학생의 학습동기 및 학습몰입에 미치는 영향)

  • Kyoung Mee Kim;Chae Young Cho
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.437-442
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    • 2023
  • The purpose of this study is to verify the effect of gamification-based classes on the learning motivation and learning immersion of junior college students and to explore the meaning. This study was conducted on 80 students from two departments as part of the teaching and learning community activities supported by the D University Teaching and Learning Development Center in Busan. The research problem of this study is, first, does gamification-based classes affect the strengthening of learning motivation of junior college students? Second, does gamification-based classes affect the learning immersion of junior college students?. As a result of conducting a survey before and after the application of gamification-based classes and examining the effectiveness, gamification-based classes showed statistically significant changes in all categories of learners' learning motivation, learning immersion. Through this, it can be seen that gamification-based classes are valuable as teaching and learning methods suitable for improving the learning motivation and learning immersion of junior college students.