• Title/Summary/Keyword: immersion theory

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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.

The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
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    • v.32 no.2
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    • pp.249-274
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    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

A Study on the User Immersion and Loyalty of MMORPG Avatar Customization (MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구)

  • Yang, Gi Hyun;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.17-28
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    • 2013
  • The development of technology has enabled users to customize avatars using various combinations and appearances in MMORPG. This study investigated the loyalty and user immersion factors of MMORPG avatar customization, which included personal factors (self-esteem, self-efficacy) and environmental factors (challenging spirit, sense of unity). immersion factors were extracted and a research model was established by observing precedent studies conducted on Flow theory and on the development and transformation of avatars. This study established a theory based on a developed research model and by surveying the users of AION, a MMORPG game, who actively enjoyed avatar customization, after determining measurement items based on precedent studies. The research results showed that self-esteem, a challenging spirit and sense of unity must be enhanced to increase the customization immersion. In addition, research results showed that the degree of loyalty increased with higher customization immersion.

Theoretical and Numerical Lens Design Using Near Field Theory for High Density Storage Device (근접장 이론을 이용한 고밀도 저장 장치용 렌즈의 이론적 설계와 수치적 설계)

  • 이문도;박재혁;박노철;박영필
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.9
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    • pp.173-179
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    • 2003
  • In optical storage device system, there are several research topics to increase its recording density. The main idea is reducing wave length of laser diode and magnifying the number of numerical aperture (NA). In conventional optical system NA cannot be over the unity in the air because of its diffraction limit. But it is possible to overcome its limitation of unity in near field using Solid Immersion Lens. In this work, the mathematical Solid Immersion Lens (SIL) design process was illustrated by using near field theory. Also, numerical SIL design parameters were calculated by means of CODE V. Through the work, we propose the new type of SIL for high density optical recording systems.

Influence of Emotional Responding Factors of Visitors to Digital Archive Exhibition Venues on Exhibition Success through Immersion and Satisfaction (디지털아카이브 전시장 관람객의 감정반응요인이 몰입과 만족을 통해 전시성과에 미치는 영향)

  • Kim, Inhwan;Hwang, Changyu;Hwang, Injin;Hong, Soongeun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.181-204
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    • 2016
  • Recently, the exhibition industry based on digital archive has been rapidly growing and the industry sees an innovative change with diverse digital archive exhibition venues emerging. Enabling visitors to enjoy new and varied exhibition provides a turning point to the exhibition environment. In today's world where IT (Information Technology) leads social changes, new framework and contents are required to establish digital culture that connects traditional culture with advanced information telecommunications. The objective of this study is to identify factors that influence the audience in a digital archive exhibition venue and to analyze impacts of these factors on exhibition success based on immersion and satisfaction. The study presents a research model that applies significant variables of emotional response theory in which fundamental psychological desire of humans is emphasized. To empirically verify the research model, the author conducted a survey for students of S university in Seoul and for ordinary people who have been to digital archive exhibition venues.

Comprehensive Analysis of the Corrosion Inhibition Performance of 4-Piperonylideneaminoantipyrine for Mild Steel in HCl Solution: Concentration, Time, Temperature Effects, and Mechanistic Insights

  • Ahmed Y. I. Rubaye;Sabah M. Beden;Ahmed A. Alamiery;A. A. H. Kadhum;Waleed K. Al-Azzawi
    • Corrosion Science and Technology
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    • v.23 no.1
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    • pp.20-32
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    • 2024
  • Metal corrosion in acidic environments is a major issue in various industrial applications. This study evaluates the 4-piperonylideneaminoantipyrine (PPDAA) corrosion inhibition efficiency for mild steel in a hydrochloric acid (HCl) solution. The weight loss method was used to determine the corrosion inhibition efficiency at different concentrations and immersion time periods. Results revealed that the highest inhibition efficiency (94.3%) was achieved at 5 mM concentration after 5 hours of immersion time. To inspect the surface morphology of the inhibitor film on the mild steel surface, scanning electron microscopy (SEM) was used before and after immersion in 1.0 M HCl. Density functional theory (DFT) calculations were performed to investigate the molecular structure and electronic properties of the inhibitor molecule to understand the corrosion inhibition mechanism. Theoretical results showed that the inhibitor molecule can adsorb onto the mild steel surface through its nitrogen and oxygen atoms, forming a protective layer that prevents HCl corrosive attack. These findings highlight the potential of PPDAA as an effective corrosion inhibitor for mild steel in HCl solution. Moreover, combining experimental and theoretical approaches provides insights into the mechanism of corrosion inhibition, which is essential for developing effective strategies to prevent metal corrosion in acidic environments.

Effect of Employer's Justice in Digital Content Company on Their Turn-Over Intention, Through Organizational Commitment (디지털 콘텐츠 제작 기업 조직원의 조직공정성이 조직몰입을 통해 이직의도에 미치는 영향)

  • Jang, SunYean;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.225-239
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    • 2019
  • Together with the emergence of Information and Communications Technology(ICT) and 4th Industrial Revolution, digital content is arising as a front-runner in the knowledge society. 21 century opened up an era of digital and cultural content, which is the industry to generating added values from future industries. This study aims to empirically examine the casual relation between three factors from Organizational Justice Theory Distributive, Procedural, Interactional Justices, and turnover intention through Organizational Immersion. A sample group for the analysis was employees at small/medium-sized digital content businesses with less than 60 workers. 200 questionnaires were distributed to the group for a week from July 22 to 28, 2019. 154 responses were collected and analyzed in this study, after eliminating 4 poor responses. The result of the study on Organizational Justice at digital content businesses showed that, first, Distributive Justice of the employees showed a positive influence on Organizational Immersion. Second, the employees' Procedural Justice showed a positive influence on Organizational Immersion. Third, the employee' Interactional Justice showed a positive influence on Organizational Immersion. Fourth, the employees' Organizational Immersion showed a positive influence on their turnover intention.

Influence of Career Maturity of College Students Majoring in Beauty on Immersion in the Major (미용 전공 대학생의 진로성숙도가 전공몰입에 미치는 영향)

  • So-Hee Moon;Hyun-Jin Jeon
    • Fashion & Textile Research Journal
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    • v.25 no.1
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    • pp.113-118
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    • 2023
  • In this study, we tried to investigate the influence of the career maturity of college students majoring in cosmetology on their devotion to the major. Research results As a result of analyzing the correlation between the career maturity level of cosmetology majors and the sub-factors of devotion to majors, all questions showed positive correlations between the career maturity of cosmetology majors and devotion to majors. as a result of analyzing the influence of career maturity on major activity sub-factors of major involvement, the crystallinity of career maturity , readiness statistically. As a result of analyzing the effect of career maturity on the major satisfaction subfactor of major immersion, the crystallinity of career maturity , readiness, and certainty were shown to have statistically significant positive effects. Through research results, we aim to develop a positive career maturity for cosmetology majors, improve their immersion in their majors, and establish a sense of values through correct theory and practical education. Immersion education and ongoing guidance seem necessary. Through this research, we hope that active discussions will be held on the career maturity of college students majoring in cosmetology and their devotion to the major.

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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