• Title/Summary/Keyword: presence feeling

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A Study of Covert Narcissism in Adolescent Internet Addiction : Relationship to Anonymity, Presence, Interactivity, and Achievement Motivation (청소년 인터넷 중독에서의 내현적 자기애에 관한 연구 : 익명성, 실재감, 상호작용성, 성취 동기와의 연관)

  • Choi, Won-Hee;Son, Jung-Woo;Kim, Yeoung-Rang;Lee, Sang-Ick;Shin, Chul-Jin;Kim, Sie-Kyeong;Ju, Ga-Won
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.22 no.2
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    • pp.103-111
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    • 2011
  • Objectives : This study compared covert narcissistic propensity in adolescents with internet addiction tendency to normal adolescents. Further, we investigated the correlation between such propensities and anonymity in cyberspace, presence feeling and interactivity in internet gaming, and achievement motivation in adolescents with internet addiction tendencies. Methods : Male middle school students with internet addiction tendencies (Addiction Tendency Group, N=27) and normal students (Control Group, N=29) were recruited. The scale of internet use, Covert Narcissism Scale, scale of achievement motivation, scale of anonymity in cyberspace, scale of presence feeling in internet games, and the scale of interactivity in internet games were administered. A comparison of the average scores and correlation analyses were performed. Results : 1) Compared with Control Group, the Addiction Tendency Group showed significantly higher scores on all subscales of the Covert Narcissism Scale, and both the scale of presence feeling and that of interactivity in internet games. Further, the score on the scale of achievement motivation for the Addiction Tendency Group was significantly lower than that of the Control Group. 2) In the Addiction Tendency Group, the scores on several subscales of the Covert Narcissism Scale were significantly positively correlated with the scores on the scale of presence feeling in internet games, anonymity in cyberspace, and interactivity in internet games. However, in the Control Group, the scores of several subscales on the Covert Narcissism Scale were significantly negatively correlated with the score on the scale of achievement motivation, and was significantly positively correlated with the score on the scale of interactivity in internet games. There were no other significant correlations between the scores on the subscales of the Covert Narcissism Scale and the scores of either presence feeling in internet games or anonymity in cyberspace. Conclusion : These results suggested that adolescents with a tendency to be addicted to the internet exhibited higher covert narcissistic propensities than normal adolescents and that the covert narcissistic tendencies were related with presence feeling in cyber games as well as with anonymity in cyberspace.

Reality Enhancement Method of Virtual Reality Based Simulator by Mutual Synergy Effect between Stereoscopic Image and Three-Dimensional Sound (입체영상과 3차원음향의 상호 상승효과에 의한 가상현실기반 시뮬레이터 현실감 증대방법)

  • Yim, Jeong-Bin;Kim, Hyeon-Ra
    • Journal of Navigation and Port Research
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    • v.27 no.2
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    • pp.145-153
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    • 2003
  • The presence-feeling enhancement method of a Virtual Reality (VR) simulator is proposed in this paper. The method is to increase realistic human feeling by mutual synergy effect between stereoscopic image and three-dimensional (3D) sound. In order to test the influence of mutual synergy effect, subject assessment with five university students is carried out using VR ship simulator having PC monitor and LCD shutter glasses. It I found that the averaged scale value of image naturalness is increased by 0.5 from $I_{nat}$=3.1 to 3.6 when blending stereoscopic images with 3D sound, and the averaged score value of sound localization is increased by 10% from $A_{SL}$ = 70~75% to $A_{SL}$ = 80~85% when blending 3D sound with stereoscopic image. In conclusion, the results show that the proposed method is able to increase the presence feeling in the VR simulator.

The Relationship between Brain Activities and Presence on Communication using an Avatar in Virtual Reality (가상현실에서 아바타를 통한 정보전달 시 뇌의 활성화와 현존감의 관계)

  • Lee, Hyeon-Rae;Kim, So-Young;Yoon, K.J.;Nam, Sang-Won;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.;Ku, Jeong-Hun
    • Korean Journal of Cognitive Science
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    • v.17 no.4
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    • pp.357-373
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    • 2006
  • Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented to the senses of the user. The user perceiver and interprets the VE context, and then naturally recognizes a level of realism in the VE. Presence is often thought of as the sense of 'being there' in the n. Presence includes overall feelings about the information conveyed from a virtual avatar to the user. Therefore, there must be brain mechanisms for integrating sensory information about presence.'Feeling of presence' is related with the user's cognition and perception about information on communication through medium. Thus 'feeling of presence' may characterize perceptual mechanisms in the brain. We studied these mechanisms by presenting a VR that consisted of an avatar telling a story about a social conversation. We performed covariance analysis on subjective brain activity (fMRI) during the story presentation with a presence score. The data analysis revealed that activity in several brain areas was correlated with the presence store. A positive correlation was shown in the right lingual gyrus, right cuneus, left lingual gyrus, right fusiform gyrus, left inferior temporal gyrus, anterior cingulate cortex and right posterior cingulate cortex of the brain. This study showed the brain mechanism to be related the feeling of presence and brain activities in our subjects, using VR to communicate information.

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Developing a Social Presence Scale for Measuring Students' Involvement during e-Learning Process

  • KANG, Myunghee;CHOI, Hyungshin
    • Educational Technology International
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    • v.9 no.2
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    • pp.1-15
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    • 2008
  • One of the challenges that online learners face is feeling of isolation and diminishing desire of maintaining active participation during e-learning. Social presence, that is considered to be a vital factor in e-learning, is recently started to receive a support from the field. Although research indicated a significant role of social presence in both learning process and learning outcome, there is no widely accepted measurement scale of social presence. This study, therefore, developed a new scale to measure social presence based on the existing theories and validated it against 723 participants. Nineteen self-report items with three dimensions, co-presence, influence, and cohesiveness, were identified and validated using Exploratory Factor Analysis (EFA) in a preliminary and a follow-up study.

Sleep Habits and Insomnia-Associated Factors in Korean Adult Population: A Cross-sectional Survey of Three Rural Communities (한국 성인의 수면습관 및 불면증 관련 요인 : 3개 농촌지역주민을 대상으로 한 단시적 연구)

  • Jeong, Do-Un;Sohn, Chang-Ho;Sung, Joo-Hon;Chang, Song-Hun;Lee, Kun-Sei;Lee, Won-Jin;Shin, Hai-Rim;Lee, Bu-Ok;Cho, Soo-Hun
    • Sleep Medicine and Psychophysiology
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    • v.4 no.2
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    • pp.201-212
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    • 1997
  • Objectives: We attempted to study sleep habits and insomnia-associated factors in Korean rural adult population. Methods : In 1,441 adult subjects of three rural communities selected by cluster sampling, we administered an epidemiologic survey using questionnaire methods from July 14, 1996 to July 28, 1996. Results : 1) Mean sleep latency and mean time to sleep again after awakening during nocturnal sleep were longer in females than in males. Females suffered more frequently from insomnia symptom, awakening during nocturnal sleep. morning headache, dysphoric mood in the morning, and the feeling of 'not refreshed' on waking-up than males. 2) The older age group (defined as those older than 65 years) was found to have earlier bed-time, longer sleep latency, more frequent nocturia, longer time to sleep again after awakening during nocturnal sleep, and more frequent insomnia symptom. 3) The presence of insomnia symptom more than once a week was significantly associated with suffering from physical illness, being divorced-separated-widowed, frequently feeling depressed, nocturia, or low education level. 4) In multiple logistic regression analysis, old age, being female, low education level, frequently feeling depressed, and nocturia were independently associated with the presence of insomnia symptom more than once a week. Conclusion : We conclude that, in a Korean rural adult population, insomnia symptom increases with age and females usually suffer more from insomnia symptom than males. In addition, low education level, feeling depressed mood frequently, and nocturia are found to be significantly associated independently with the presence of insomnia symptom more than once a week.

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Awareness of the Others on Facebook: Empirical Analysis of Social Presence (페이스북에서 상대방에 대한 존재 인식: 사회적 현존감의 실증적 분석)

  • Hwang, Ha Sung
    • Journal of Internet Computing and Services
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    • v.16 no.4
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    • pp.93-99
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    • 2015
  • The purpose of this study was to explore the reasons why college students use Facebook and the ways in which they feel of social presence while using Facebook. In fact, the study aimed to specify the links between motivations for using SNS and a sense of 'being together'. The findings of this study suggest that major motivations of SNS use were social interaction, entertainment, self-presentation, and information-seeking. Specifically, results from a survey of 280 respondents revealed that college students used Facebook to seek maintenance and connection with friends, to express themselves, to get information about school activities, and to be entertained. These findings are consistent with the existing literature regarding SNS as a primary channel to maintain the existing social relationships among college students. The study also found that all motivation factors, except information-seeking factor, were positively and significantly related to social presence. The strongest correlations were between social presence and Facebook use for social interaction and entertainment needs. It seemed that users who seek social interaction and entertainment needs are more likely to feel a sense of being with others while users who seek to get information are less likely to feel a sense of social presence. These findings implied that to some extent, a sense of social presence occurs in the context of Facebook and that the experience of social presence depends on what college students seek from Facebook use. In addition, the results showed a positive relationship between Facebook use and social presence; the more college students use Facebook, the more they are likely to experience sense of social presence. Given that Facebook provides college students with a place where they can share thought and feelings among friends, it can be concluded that Facebook contributes to the sense of belonging among users. And such feeling may enhance a sense of presence with others while using Facebook. These findings suggest that uses and gratifications researchers should consider the concept of social presence as an important variable in explaining what audience members do with media.

Factor analysis of Presence (Presence련와 관련된 요인 분석)

  • 조계화;성기월
    • Journal of Korean Academy of Nursing
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    • v.30 no.1
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    • pp.225-239
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    • 2000
  • This study is a research of conceptual development to find the factors of presence. The concept and the definition of presence received from literary review. On the basis of these findings, we formulate the contents of presence through structured interview guide composed of open-ended questionnaire which included the frequency, attitude, and posture. We selected 104 samples who are the patients, doctors, nurses, and other health providers. And then the contents of presence were established after integrating the formulated contents and putting them in order. The categorizing of the presence was made after discussing with specialist in this field. By using the selected contents, we made 25 statements of presence which were categorized into three factors. The results were as follows: 1. The definition of presence is being with at the same time and space, making attention with openness, and the therapeutic interaction with empathy. 2. The contents of presence through personal interviews are The time required is 5 minutes(46.15%), 2-3 minutes(34.61%), and 10 minutes (15.38%) respectively. The frequency of visiting is 3 times(39.20%), every time(23.07%), and more than 5 times(20.19%) respectively. \circled2 In case of being with nurse is having pain(39.42%), suffering trouble or severe fear(9.61%), feeling discomfort(8.65%), taking care of wound(7.69%), and other unfavorable symptoms(6.73%) respectively. \circled3 The posture being with nurse is depends on the situations(63.46%), sitting(26.92%), and standing(9.61%) respectively. Eye contact with nurse is face to face(78.84%), depends on the situations(20.19%), and not face to face(0.96%) respectively. \circled4 The attitudes of comfort are explaining about disease(23.07%), holding on hands (14.42%), touching on the suffering parts (11.53%), and unconditionally being with(7.69%) respectively. \circled5 Nurses' caring actions are kindness (27.88%), replying to the question (12.50%), smiling(10.57%), bright appearances (8.65%), and right and quick treatment(8.65%) respectively. \circled6 The effects of being with are peaceful mind(58.65%), quick recovery(13.46%), and decrease in fear(12.50%) respectively. \circled7 The attitudes of being with are listening (11.53%), recognition(8.65%), talking about discomfort(8.65%), and answering kindly (7.69%) respectively. 3. From the analysis of presence factors, 25 statements and 3 categorized factors are presented.

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Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System (유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석)

  • Kim, Daewhan;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1390-1393
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    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.127-142
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    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

Combined Approach of Subjective Survey and Objective EEG Measurement to Measure Presence Increment using Color in Moving Images (영상콘텐츠에서의 색감이 프레즌스 증감에 미치는 영향 측정을 위한 설문지와 뇌파측정의 결합측정기법)

  • Jeon, Seongsin;Kim, Seong Whan
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.51-56
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    • 2017
  • In this paper, we define "presence" as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. To measure the presence, we use a combined approach of subjective survey and brain signals (EEG). Subjective survey includes PQS (presence questionnaire survey) and IDQS (individual differences questionnaire survey). We experimented with 30 random populations, and we performed Cronbach's ${\alpha}$ test to verify the validity of the survey results. We also cross-checked the survey with EEG test for the populations. From our experimentation, we conclude that opponent color (e.g. yellow and blue) makes strong excitation on presence. In this paper, we believe that there are strong presence even in the abstract images, and it can be stronger than photo-realistic images if we well-design color, forms on the artwork.