• 제목/요약/키워드: immersion theory

검색결과 85건 처리시간 0.023초

미디어의 환영적 몰입과 이화의 관조: VR 미디어 사례를 중심으로 (Illusionary Immersion and Alienative Contemplation of Media: Focusing on the Cases of VR Media)

  • 김무규;이상기;김정규;한혜경
    • 한국콘텐츠학회논문지
    • /
    • 제22권2호
    • /
    • pp.724-733
    • /
    • 2022
  • 본 논문의 목적은 미디어의 작용으로 나타나는 수용자의 심리를 몰입과 관조의 상호작용 관점에서 설명하는 것이다. 미디어는 인간에게 특정한 대상이나 의미를 지각하고 사유할 수 있도록 해준다. 아울러 미디어는 지각과 사유의 대상을 확장시키거나 또는 변화시키는 기능을 수행한다. 맥루한이나 루만의 이론은 특히 미디어가 수용자를 몰입시키는 것뿐만 아니라 관조할 수 있도록 하여, 지각의 상태를 변화시키는 미디어의 기능을 강조하였다. 영화의 탄생으로 출발한 영상 미디어 역사를 해석해보면, 이 점을 확인할 수 있다. 본 논문에서는 영화와 컴퓨터 게임 미디어를 통해 몰입과 동시에 그와는 대조적인 관조의 심리작용이 발생되는 사례를 살펴보았다. 아울러 최근 기술혁신으로 수용자에게 강한 몰입을 유도하는 VR 미디어를 살펴보면서, VR의 수용자에게도 역시 관조의 심리가 발생할 수 있다는 점을 고찰하였다. 틸트 브러쉬와 VR 페인팅 퍼포먼스의 사례를 통해 VR 미디어가 수용자로 하여금 가상현실을 관조할 수 있는 방향으로도 또한 발전하였음을 알 수 있다. 그리고 이러한 현상에서 핫미디어의 극단화가 내부확산을 일으킨다는 맥루한과 미디어가 자기지시적으로 진화한다는 루만의 이론적 설명을 이해할 수 있다.

시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구 (A Study on VR Game Production Techniques to Improvement of Visual Immersion)

  • 이랑구;정진헌
    • 디지털융복합연구
    • /
    • 제19권11호
    • /
    • pp.457-462
    • /
    • 2021
  • 본 연구는 VR 게임에서 시각적 몰입감을 향상할 수 있는 제작 기법에 관한 연구이다. 먼저, 선행연구를 통해 VR 게임과 현황, 시각 및 몰입감에 관한 이론을 검토하고, 표본을 정하여 VR 게임에서 시각적 몰입을 향상할 수 있는 주요 구성 요소들을 추출하였다. 그리고 현재 전 세계 팬데믹 현상인 코로나19(COVID-19)의 콘셉트를 적용하여 VR 게임을 제작하고 개발하였다. 그 결과, 기술적 구성 요소의 해상도, 프레임 레이트, 시야각, 조명의 밝기, 디자인 품질과 내용적 구성 요소의 스토리텔링, 배경, 연출, 색상과 질감, 흥미와 재미를 통해 VR 게임을 플레이하는 과정에서 시각적 몰입을 유도하고 향상할 수 있는 유의미한 결과를 얻었으며, 최종적으로 원활한 게임 플레이를 구현할 수 있었다. 본 연구 과정 및 결과를 통해 향후 사용자의 시각적 몰입을 유도하고 향상할 수 있는 VR 게임의 제작과 개발 분야에 기초 자료가 될 것으로 기대한다.

증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로 (Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable)

  • 조남재;왕암서;정은정;유기섭
    • Journal of Information Technology Applications and Management
    • /
    • 제28권6호
    • /
    • pp.1-21
    • /
    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향 (The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction.)

  • 김태영;전중양;권두순;박동철
    • 디지털산업정보학회논문지
    • /
    • 제18권1호
    • /
    • pp.93-113
    • /
    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

Relationship among Motivation, Social Factors and Achievement in On-offline Blended English Writing Class

  • Kim, Jeong-Yeon
    • 영어어문교육
    • /
    • 제17권4호
    • /
    • pp.97-121
    • /
    • 2011
  • This study aims to examine how motivational constructs are interrelated with social, context-specific factors and, as a result, contribute to L2 writing achievement within the framework of self-determination theory. The data consisted of 67 Korean college students' questionnaire responses, final scores in an on-offline blended writing course, and qualitative interviews with 5 students. In the descriptive and the correlation analyses, the participants' extrinsic motivation was found higher than intrinsic motivation, with low amotivation. Among social factors, immersion environment, foreign instructor, and peer comparison marked high scores, whereas Korean instructor and online material gained low scores. Those contextual factors were interrelated with each other, such that the immersion factor correlated significantly with Korean instructor and peer comparison. Extrinsic and intrinsic motivational subscales engendered strong correlations with the high-scored social factors, i.e., immersion, foreign instructor, and peer comparison, which were also closely interrelated with L2 writing achievement. The findings illuminate intricate workings of motivation in its effects on L2 achievement and corroborate the roles of contextual factors. The effect of motivational subscales on achievement may be valid through interplay with some social factors. The dynamics of motivation is discussed for pedagogical applications.

  • PDF

Experimental study on the tension of cables and motion of tunnel element for an immersed tunnel element under wind, current and wave

  • Wu, Hao;Rheem, Chang-Kyu;Chen, Wei;Xu, Shuangxi;Wu, Weiguo
    • International Journal of Naval Architecture and Ocean Engineering
    • /
    • 제13권1호
    • /
    • pp.889-901
    • /
    • 2021
  • The tension of cables and motion response significantly affect safety of an immersed tunnel element in the immersion process. To investigate those, a hydrodynamic scale-model test was carried out and the model experiments was conducted under wind, current and wave loads simultaneously. The immersion standby (the process that the position of the immersed tunnel element should be located before the immersion process) and immersion process conditions have been conducted and illustrated. At the immersion standby conditions, the maximum force of the cables and motion is much larger at the side of incoming wind, wave and current, the maximum force of Element-6 (6 cables directly tie on the element) is larger than for Pontoon-8 (8 cables tie on pontoon of the element), and the flexible connection can reduce the maximum force of the mooring cables and motion of element (i.e. sway is expecting to decrease approximate 40%). The maximum force of the mooring cables increases with the increase of current speed, wave height, and water depth. The motion of immersed tunnel element increases with increase of wave height and water depth, and the current speed had little effect on it. At the immersion process condition, the maximum force of the cables decrease with the increase of immersion depth, and dramatically increase with the increase of wave height (i.e. the tension of cable F4 of pontoons at wave height of 1.5 m (83.3t) is approximately four times that at wave height of 0.8 m). The current speed has no much effect on the maximum force of the cables. The weight has little effect on the maximum force of the mooring cables, and the maximum force of hoisting cables increase with the increase of weight. The maximum value of six-freedom motion amplitude of the immersed tunnel element decreases with the increase of immersion depth, increase with the increase of current speed and wave height (i.e. the roll motion at wave height of 1.5 m is two times that at wave height of 0.8 m). The weight has little effect on the maximum motion amplitude of the immersed tunnel element. The results are significant for the immersion safety of element in engineering practical construction process.

Sulfate Resistance of Concrete using Ground Granulated Blast-furnace Slag for Recycling

  • Moon, Han-Young;Lee, Seung-Tae;Kim, Hong-Sam
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2001년도 The 6th International Symposium of East Asian Resources Recycling Technology
    • /
    • pp.508-513
    • /
    • 2001
  • Recently, ground granulated blast-furnace slag (GGBFS) has been increasingly used as additive for concrete. Many researchers reported that concrete using GGBFS had a better resistance under severe environments, such as marine or sulfate-rich soils, than Portland type cement concrete. The aim, therefore, of this study is to evaluate on the effectiveness of concrete using GGBFS when the concrete exposes to sulfate-rich environment. The detailed items for experiments show 2 series consisted of sulfate immersion test with mortar and sulfate diffusion test with concrete. The sulfate immersion test was performed for 400 days and contained reduction of compressive strength, length change and XRD analysis. For sulfate diffusion test, sulfate ions diffusivity was calculated on tile consideration of electrochemical theory by the diffusion cell test. As the results of this study, it was found that the concrete using GGBFS as additive was superior to portland type cement concrete. Consequently, the use of concrete with GGBFS for recycling may expect the durable and economical benefits.

  • PDF

식품의 동결시간 예측을 위한 표면열전달계수 측정 (Measurement of the Surface Heat Transfer Coefficients for Freezing Time Prediction of Foodstuffs)

  • 정진웅;공재열;김민용
    • 한국식품과학회지
    • /
    • 제21권6호
    • /
    • pp.735-741
    • /
    • 1989
  • For the accurate prediction of freezing time, probably the most difficult factor to measure and major error source is the surface heat transfer coefficient. In this work, surface heat transfer coefficient were determined for still air freezing and immersion freezing methods by theory of the transient temperature method and confirmed by using a modification of plank's equation to predict the freezing time of ground lean beef. The results showed the cooling rate of immersion freezing was about 11 times faster than that of still air freezing method. A comparison of surface heat transfer coefficient of copper plate and ground lean beef resulted an difference of 25-30% because the food sample surface is not smooth as copper plate. Also, when h-values measured by ground lean beef were applicated to modified model, the accuracy of its results is very high as difference of about 8%.

  • PDF

Corrosion Protection Effectiveness and Adsorption Performance of Schiff Base-Quinazoline on Mild Steel in HCl Environment

  • Sayyid, Firas F.;Mustafa, Ali M.;Hanoon, Mahdi M.;Shaker, Lina M.;Alamiery, Ahmed A.
    • Corrosion Science and Technology
    • /
    • 제21권2호
    • /
    • pp.77-88
    • /
    • 2022
  • Schiff base quinazoline derivative viz., 3-((2-hydroxy-3-methoxybenzylidene)amino)-2-methylquinazolin-4(3H)-one (SB-Q), was synthesized in this study. Its corrosion protection impact on mild steel (MS) in 1 M hydrochloric acid solution was examined by performing weight loss measurements. The protective efficacy of SB-Q on MS in 1 M HCl was investigated based on its concentrations, immersion period, and immersion temperature. SB-Q was found to be an efficient inhibitor for the corrosion of MS. Its inhibition efficiency was improved by increasing the concentration of SB-Q to an optimal concentration of 500 ppm. Its inhibition efficacy was 96.3% at 303K. Experimental findings revealed that its inhibition efficiency was increased with increasing immersion time, but decreased with an increase in temperature. The adsorption of SB-Q molecules was followed the Langmuir adsorption isotherm model. The adsorption of the examined inhibitor molecules on the surface of mild steel was studied by density functional theory (DFT). DFT investigation confirmed weight loss findings.

활강 게임의 인체동작 기반 HCI 적용 연구 (A Study on HCI Application based on Human Body Motion in Flight Game)

  • 임도희;백종우;최지영;정회경
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2021년도 춘계학술대회
    • /
    • pp.320-322
    • /
    • 2021
  • 무선 인터넷 기술이 발달하고 게임 시장이 확대됨에 따라 모바일 플랫폼을 포함한 다양한 플랫폼에 탑재되는 다양한 형태의 게임이 개발되고 있다. 이러한 환경에서 게임 사용자 관점의 몰입감을 보장하는 것이 게임의 경쟁력을 확보할 수 있게 되므로 HCI(Human Computer Interaction) 이론에서 제시하는 각 영역을 충족시켜 몰입감을 늘리는 것이 필요하다. 이를 위하여 본 고에서는 게임 사용자의 게임 진행의 자유도를 확보하고 몰입감을 확보하기 위한 방안으로써 인체의 동작을 인식하는 방식의 인터페이스를 적용하여 활강 게임을 구현하고 키오스크에 탑재하여 실험하였다.

  • PDF