• Title/Summary/Keyword: immersion tendency

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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.

The Effect of Mothers' Inappropriate Smart Device Usage Habits on Preschoolers' Cognitive Ability: Sequential Mediating Effect of Preschoolers' Smart Device Immersion Tendency and Self-regulation (어머니의 부적절한 스마트기기 이용습관이 유아의 인지능력에 미치는 영향: 유아의 스마트기기 몰입경향성 및 자기조절력의 순차적 매개효과)

  • An, Su Mi;Kang, Min Ju
    • Human Ecology Research
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    • v.59 no.2
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    • pp.157-168
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    • 2021
  • The purpose of this study was to examine the pathways between mothers' inappropriate smart device usage habits, preschoolers' immersion tendency and self-regulation, and children's cognitive ability. The subjects of the study were 308 preschoolers aged 4 and 5 years and their mothers in Seoul, Gyeonggi-do, Incheon, Gangwon-do, Daejeon, Busan, and Mokpo. Data were analyzed with descriptive statistics, t-test, one-way ANOVA, and Pearson correlation using the SPSS 25 program. A sequential mediation model was analyzed using the AMOS 22 program. Mothers' inappropriate smart device usage habits were found to have a negative effect on the preschoolers' self-regulation, and this association was mediated by the preschoolers' smart device immersion tendency. These findings show the mechanisms through which mothers' inappropriate smart device usage habits negatively affect preschoolers' smart device immersion and self-regulation which, in turn, has a negative impact on cognitive ability

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.

Surface Protection Technique for Durability Improvement of Concrete Structure (내구성 증진을 위한 콘크리트 구조물의 표면보강 방법)

  • Jin, Nan-Ji;Yeon, Kyu-Seok;Joo, Myung-Ki;Baek, Jong-Man;Lee, Youn-Su
    • Proceedings of the Korean Society of Agricultural Engineers Conference
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    • 2002.10a
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    • pp.169-172
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    • 2002
  • In this study, the effects of the number of coat and immersion period on strength properties, waterproofness and chemical resistance of painted and immersed cement mortars using two admixture were examined. Test results showed that the flexural and the compressive strengths of the coated and immersed cement mortars increase with increasing number of coat and immersion period. The water absorption of the coated and immersed cement mortars tended to decrease with increasing number of coated and immersion period. In the case of the change of weight and the immersion period for the solutions, a decreasing tendency was shown as the immersion period increases regardless of solution, with a little variation.

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Effect of Temperature and Water Immersion on Strength Properties of Spot Welded Zincked Steel Plates (점용접 아연도금강판의 강도특성에 미치는 온도 및 침수의 영향)

  • Seo, Do-Won;Choi, Jun-Yong;Lim, Jae-Kyoo
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.12
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    • pp.1864-1870
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    • 2004
  • A spot welded structures have an influence on a diverse climatic situation, for instance temperature, humidity and precipitation. In addition factors of environmental pollution such as acid rain, that courses corrosion, have the tendency to increase. But spot welded structures strength is affected by humidity and environment temperature. Therefore, it is important to evaluate effect of temperature and water immersion on strength properties of spot welded part. In this study, the strength distribution of spot welded plates is evaluated the environmental temperature of zinc coated steel plates. Test is conducted with welded part immersed in distilled and synthetic sea water. Specimens are immersed into water for 10, 100, 500 and 1000 hours to evaluate the offsets of water immersion time on tensile-shear strength under the conditions of -40, 0, 20 and 5$0^{\circ}C$. From this result, spot welded specimens with 5 mm clearance have lower tensile-shear strength in the distilled water or synthetic sea water than without clearance. And they have lower tensile-shear strength under -4$0^{\circ}C$ and over 5$0^{\circ}C$.

Tendency of Immersion and Recognition on Application of Visual Cue in Graphic Information (그래픽 정보에서의 시각단서 적용에 따른 몰입과 재인 성향)

  • Kwon, Hyo-Jeong;Lee, Hwa-Sei
    • Journal of Korea Multimedia Society
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    • v.15 no.9
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    • pp.1174-1183
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    • 2012
  • This study, depending on the diversification of the information environment, was carried out to analyze the role of visual cues and the relationship between visual information structure in the process of user's visual immersion and recognition. Thus, we design evaluation model which used scientific instruments and subjective evaluation taking into account the latest graphical user trends, and analyze the data of immersion and recognition of the user experience that acquired through the process more systematic experimental procedure. Based on this, in the future, this study will be able to contribute implement the latest broadly applicable to the device of graphical information user basic design model and a standard evaluation model.

The Effect of the Sensation Seeking Tendency of Leisure Sports Participants on Exercise Passion and Psychological Well-being (생활체육 참가자의 감각추구성향이 운동열정 및 심리적 행복감에 미치는 영향)

  • Yoo, Jung-In;Kim, Sung-Kue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.211-222
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    • 2020
  • The purpose of this study is to investigate how the influence of sensory weight on the physical fitness participants affects exercise passion and psychological well-being, and to provide basic data for improving the quality of life and well-being of the people. In order to achieve the purpose of this study, data were collected using participants' sensation seeking tendency, excercise passion, and psychological well-being scale, and various statistical analyzes were performed to obtain the following results. As a result of the analysis, first, it was found that there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the gender of participants in leisure sports. Second, there was a difference in sensation seeking tendency, exercise passion, and psychological well-being according to the careers of participants in leisure sports. Third, the thrill and adventure of the sensation seeking tendency had a positive effect on the pleasure, immersion, and confidence of the psychological well-being, while pursuing experience on the self-realization of the psychological well-being, but it was found that the sense of boredom had a negative effect on the immersion of the psychological well-being. Fourth, the thrill, adventure, and pursuit of experience among the sensation seeking tendencies had a positive effect on the harmonious passion of exercise passion, but negative effect on the sense of boredom. Finally, it was found that exercise passion had a positive effect on all sub-factors of psychological well-being.

Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.23-34
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    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

The Effects of Marination Condition on Quality Characteristics of Cured Pork Meat and Sensory Properties of Pork Jerky (Marination 조건이 돈육 육포 제조용 양념육의 품질 및 최종 제품의 관능적 특성에 미치는 영향)

  • Choe, Ji-Hun;Jeong, Jong-Yeon;Choe, Yun-Sang;Han, Du-Jeong;Kim, Hak-Yeon;Lee, Mi-Ae;Lee, Ui-Su;Baek, Hyeon-Dong;Kim, Cheon-Je
    • the MEAT Journal
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    • s.34 winter
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    • pp.48-59
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    • 2007
  • The purpose of this study was to investigate the effect of marination condition(immersion and tumbling) on quality characteristics of cured pork meat and sensory properties of pork jerky. Pork meat was immersed for 1, 6, 12, 24, and 48 hours or tumbled for 10, 20, 30, and 60 minutes with curing solution. The jerky was made from cured pork meat, immersed for 6, 12, 24, and 48 hours or tumbled for 10, 20, 30, and 60 minutes. The curing yields and water holding capacity in immersion and tumbling treatments were increased as marination time increased, and the curing yields of tumbling treatments were higher than those of immersion treatments, but water holding capacity was not. The pH value of all treatments were not significantly different. CIE L*- and b*-value of immersion treatments were significantly decreased as marination time increased, but CIE a*-value were increased. Objective color of tumbling treatments showed a similar tendency with those of immersion treatment. The sensory properties of pork jerky were not significantly different between immersion and tumbling treatments.

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