• Title/Summary/Keyword: immersion

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A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

The impact of virtual Brand experience using Metaverse on Interest, Immersion, and Recommendation intention (메타버스를 활용한 가상 브랜드 체험이 흥미, 몰입 및 추천의도에 미치는 영향)

  • Chang Sung Bok
    • Smart Media Journal
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    • v.12 no.7
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    • pp.84-92
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    • 2023
  • This study tested the hypothesis through confirmatory factor analysis to confirm the relationship between Brand experiences (Deviant, Entertainment, and Aesthetic experiences) in Metaverse on Interest and Immersion, and to verify whether these Interests and Immersion have a significant impact on Recommendation intention. As a result of the study, it was confirmed that all Brand experience factors had a positive (+) effect on Interest and Immersion, Interest had a positive (+) effect on Immersion, and Interest and Immersion had a positive (+) effect on Recommendation intention.

The Effect of Augmented Reality-based Fashion Product Application on Intention to Use (증강현실기반의 패션제품 어플리케이션 특성요인과 사용의도와의 관계에 관한 연구)

  • Kim, Hyekyung;Park, Jihye;Kim, Yongseok;Choi, Jeongil
    • Journal of Information Technology Services
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    • v.19 no.1
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    • pp.89-102
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    • 2020
  • With the technology of the 4th Industrial Revolution integrated into the industry as a whole, digital transformation (DT) is becoming an innovative and essential element of corporate survival in the fashion industry, and it is expected that the paradigm shift in shopping will become an unavoidable reality, especially based on the AR. Therefore, in this study, the characteristics of augmented reality were presented separately as perceived realism, interaction, pleasure, and usability, and the influence of augmented reality by immersion parameters on the user's satisfaction and intended to reveal the relationship between satisfaction and usage through the characteristics of augmented reality. For the purpose of this study, a structured questionnaire was conducted, and the available 209 responses were collected and used for empirical analysis. The results of the empirical analysis are as follows. First, while immersion has the greatest effect on satisfaction, the effect on use intention has a stronger effect on satisfaction than immersion. This indicates that purchase occurs when the user's immersion leads to satisfaction, and when the satisfaction falls, the intention to use is also lowered. Second, interactivity, enjoyment, and ease of use among the various characteristics of fashion applications have a positive effect on immersion. Among them, ease of use had a strong effect on immersion. In light of this, it can be seen that ease of use should be considered first when creating an application based on augmented reality in the future fashion industry. However, the perceived reality is low in the degree of immersion, and the effect on satisfaction is also lowered, so it is difficult to be connected to intention. Considering that this study was conducted through indirect experience through video viewing, this study expects the development of research through a more practical research model in the future, as the impact is considered to be a relatively low measurement.

Cardiac Response to Head-Out Water Immersion in Man

  • Choi, Jang-Kyu;Park, Won-Kun
    • The Korean Journal of Physiology and Pharmacology
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    • v.4 no.3
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    • pp.253-261
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    • 2000
  • Head-out water immersion induces marked increase in the cardiac stroke volume. The present study was undertaken to characterize the stroke volume change by analyzing the aortic blood flow and left ventricular systolic time intervals. Ten men rested on a siting position in the air and in the water at $34.5^{circ}C$ for 30 min each. Their stroke volume, heart rate, ventricular systolic time intervals, and aortic blood flow indices were assessed by impedance cardiography. During immersion, the stroke volume increased 56%, with a slight (4%) decrease in heart rate, thus cardiac output increased ${\sim}50%.$ The slight increase in R-R interval was due to an equivalent increase in the systolic and diastolic time intervals. The ventricular ejection time was 20% increased, and this was mainly due to a decrease in pre-ejection period (28%). The mean arterial pressure increased 5 mmHg, indicating that the cardiac afterload was slightly elevated by immersion. The left ventricular end-diastolic volume index increased 24%, indicating that the cardiac preload was markedly elevated during immersion. The mean velocity and the indices of peak velocity and peak acceleration of aortic blood flow were all increased by ${\sim}30%,$ indicating that the left ventricular contractile force was enhanced by immersion. These results suggest that the increase in stroke volume during immersion is characterized by an increase in ventricular ejection time and aortic blood flow velocity, which may be primarily attributed to the increased cardiac preload and the muscle length-dependent increase in myocardial contractile force.

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Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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Exploring the Links between Psychological Traits and Game Immersion in a Children and Adolescent Sample (어린이, 청소년 게임 이용자의 심리적 특성이 게임 과몰입에 미치는 영향에 대한 연구)

  • Park, Jowon;Chung, Heonil
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.665-676
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    • 2013
  • The present study analyzed the KOCCA's Game Immersion data to explore the relationship between psychological traits and game immersion. Psychological traits were classified into four categories; emotional stability, self-esteem, willpower, and happiness. These were put into the multiple regression analysis as the dependent variables with age, sex (dummy), economic status of the homes, variety of leisure activities, friend and family relationship, and time to play games. Four types of immersion (psychological unstability, bad relationship, interrupted daily lives, and failure to control game time and desire) were put into the multiple regression analysis as the independent variables. The multiple regression analysis indicated that the dependent variables predicted the game immersion. Among the psychological traits emotional stability was the strongest factor (negative) that influences the game immersion. Next powerful indicator (negative) among the psychological traits was self-esteem. Based on the findings, measures to alleviate the problems of game immersion and ideas for further research were suggested.

Immersion grating mount design of IGRINS

  • Moon, Bong-Kon;Wang, Weisong;Park, Chan;Lee, Sung-Ho;Yuk, In-Soo;Chun, Moo-Young;Lee, Han-Shin;Jaffe, Daniel T.
    • The Bulletin of The Korean Astronomical Society
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    • v.36 no.2
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    • pp.153.2-153.2
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    • 2011
  • The IGRINS (Immersion GRating INfrared Spectrometer) is a high resolution wide-band infrared spectrograph developed by Korea Astronomy and Space Science Institute (KASI) and the University of Texas at Austin (UT). Immersion grating is a key component of IGRINS, which disperses the input ray by using a Silicon material with a lithography technology. Opto-mechanical mount for the immersion grating is important to keep the high spectral resolution and the optical alignment in a cold temperature of $130{\pm}0.06K$. The optical performance of immersion grating can maintain within the de-center tolerance of ${\pm}0.05mm$ and the tip-tilt tolerance of ${\pm}1.5arcmin$. The mount mechanism utilizes the flexure and the kinematic support design to satisfy the requirement and the operation condition. When the IGRINS system is cooled down to a cold temperature, three flexures compensate the thermal contraction stress due to the different material between the immersion grating and the mounting part(Aluminum 6061). They also support the immersion grating by an appropriate preload. Thermal stability is controlled by a copper strap with proper dimensions and a heater. Generally structural and thermal analysis was performed to confirm the mount mechanism. This talk presents the opto-mechanical mount design of the immersion grating of IGRINS.

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Survival on Water Temperature, Salinity and Air Exposed Time and Sand Immersion Ability of the Surf Clam, Spisula sachalinensis Spat (북방대합 치패의 수온, 염분 및 공기노출에 따른 생존율과 잠사능력)

  • 이정용;김완기;이채성;박영제
    • Journal of Aquaculture
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    • v.16 no.4
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    • pp.229-232
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    • 2003
  • Survival with various conditions (water temperature, salinity and air exposure) and sand immersion ability for release of surf clam, Spisula sachalinensis spats, which were artificially seed produced, were investigated. Survival with water temperature conditions of spats showed no difference within the range of 4∼28 $^{\circ}C$ for 10 days. In salinity conditions, survival (%) of spats showed more than 50% in over 22 psu. In air exposure conditions, survival (%) of spats air exposed for 12 hours was no difference within below 2$0^{\circ}C$, however, that of spats air exposed for 16 hours showed below 50% at $25^{\circ}C$. In sand immersion ability, the immersion time was increased with the increase of shell length, and the immersion rate was decreased. Spats of below 15 mm in shell length were emersed more than 90% within 10 min. There was no difference in the immersion time and the immersion rate with the grain sizes of the sand bottom.

A convergence study on the influence of full immersion virtual reality on the autonomic nervous system of healthy adults (완전몰입 가상현실이 건강한 성인의 자율신경계에 미치는 영향에 대한 융복합 연구)

  • Kang, Jong-Ho;Kim, Chung-Yoo
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.131-135
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    • 2018
  • The purpose of the present study was to examine the effects of full immersion virtual reality (VR) on the autonomic nervous system. The study was conducted with 17 men in their 20s. The subjects were given full immersion VR content, and electrocardiogram (ECG) signals were measured for five minutes before and after the application of the full immersion VR. The autonomic nervous system was evaluated by analyzing the LF, HF, TP, and LF/HF ratio of the ECG signal. The obtained data was analyzed by conducting a paired sample t-test. After applying full immersion VR, the subjects' HF and TP decreased significantly, while their LF/HF ratio increased significantly. According to the results of this study, Full immersion VR provided stress to the autonomic nervous system, but the changes were within the normal range of healthy adults. Therefore, full immersion VR can be safely applied to healthy adults.

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.