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Vol.18 No.1

Minglu Wang ; ; (Nanyang Institute of Technolog) pp.1-16
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Abstract

With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2x2x2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Chen Chao ; pp.17-26
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Abstract

With the acceleration of urbanization and industrialization, air pollution has become increasingly serious, and the pollution control situation is not optimistic. Climate change has become a major global challenge faced by mankind. To actively respond to climate change, China has proposed carbon peak and carbon neutral goals. However, atmospheric pollutants and meteorological factors that affect air quality are complex and changeable, and the complex relationship and correlation between them must be further clarified. This paper uses China’s 2013-2018 high-resolution air pollution reanalysis open data set, as well as statistical methods of the Pearson Correlation Coefficient (PCC) to calculate and visualize the design and analysis of environmental monitoring big data, which is intuitive and it quickly demonstrated the correlation between pollutants and meteorological factors in the temporal and spatial sequence, and provided convenience for environmental management departments to use air quality routine monitoring data to enable dynamic decision-making, and promote global climate governance. The experimental results show that, apart from ozone, which is negatively correlated, the other pollutants are positively correlated; meteorological factors have a greater impact on pollutants, temperature and pollutants are negatively correlated, air pressure is positively correlated, and the correlation between humidity is insignificant. The wind speed has a significant negative correlation with the six pollutants, which has a greater impact on the diffusion of pollutants.

; ; (Nanyang Institute of Technolog) pp.27-39
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Abstract

Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2x2x2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

Huang Xing ; ; (Nanyang Institute of Technolog) pp.40-55
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Abstract

Kung fu films stand out among many types of films and are sought after by a large number of loyal audiences. In order to explore the mystery, we use the theory of uses and gratifications theory to study kung fu films in order to explore the audience's viewing needs of kung fu films In the existing research, most scholars adopt qualitative research and Chinese culture contained in kung fu movies. Few people use quantitative research, and this area of research is almost blank. Therefore, we conducted a quantitative research on kung fu films based on the methodology of uses and gratifications. The questions revolve around: Can kung fu movies meet audiences' needs? What is the purpose of watching a kung fu movie? After analysis with SPSS, interesting results emerged. In the regression analysis, we found that the psychological need for compensation has a positive impact on Viewing satisfaction, while the social need has a significant negative impact on viewing intention. At the end of the article, we also put forward my own solutions. We also hope to provide better suggestions for the development of Chinese kung fu films through my research, so as to make kung fu films more perfect.

Feng Ji ; pp.56-64
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Abstract

To improve the cooperation ability of emergency entities, in this research, the emergency activities model, skill contribution degree, entity-relationship strength, activity continuity, and emergency entity cooperation degree were defined. Emergency entity cooperation degree and emergency activity continuity table were constructed with emergency cases, emergency plans,and emergency drill plans, and factors were further excavated which affected them. In this paper, we focus on the factors which affect the cooperation ability of emergency entities, the relationship between the emergency cooperation ability and the number of cooperation, entity-relationship intensity, emergency activity frequency, and skill contribution of fire entities and medical entities were obtained. These data results are of great significance to decision-makers in formulating emergency rescue and emergency plans.

(National Research Foundation of Korea) pp.65-75
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Abstract

This study aims to reveal the various differences within the factors that influence use satisfaction, continuous use intention, and media substitution intention, specifically in regard to the use motives and use behaviors of Netflix viewers. This study’s results demonstrate that the following various factors affected use satisfaction, continuous use intention, and media substitution intention in differential ways. Firstly, the diversity of content influenced use satisfaction to a greater degree than social relations; and the diversity of content, social relations, and active participation all positively influenced continuous use intention. In other words, the more positively users appreciated the diversity of content, and the more strongly they had social relations, and the more actively they participated within communities, the greater degree to which they increased their continuous use intention for Netflix. However, the diversity of content and the convenience of use also had a negative effect on the media substitution intention for Netflix, which means that the more diverse the content and the more convenient the use of Netflix, the fewer the number of users who intended to cancel Netflix and subscribe to another OTT service or resubscribe to traditional media sources.

; pp.76-84
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Abstract

Tidal power generation plays a critical role in reducing greenhouse gas emissions. It uses a tidal force generated by gravitational force between the moon, the earth, and the sun. The change of seawater height generates the tide-generating force, and the magnitude of the change is the tide level. The tide level change has the same period as the tide-generating force twice a day, every 29.5 days, every year, and every 18.6 years. Sihwa Lake Tidal Power Station is Korea’s first tidal power plant that began commercial power generation in August 2011 and has been accumulating a large volume of data on electricity production, power generation sales, sluice displacement, and tide levels. The purpose of this paper was to analyze the impact of the inefficiency factors affecting production and the tidal level change on tidal power generation and their characteristics using Sihwa Lake Tidal Power's operational performance data. Throughout this paper we show that tidal power generating operation is accurately predicting the trends of magnitude of tidal force to be periodical for each day. determining the drop to initiate the water turbine generator factoring the constraints on the operation of Sihwa Lake, and reflecting the water discharge through the floodgate and water turbine during the standby mode in the power generation plan to be in the optimal condition until the initiation of the next power generation can maximize power generation.

; pp.85-97
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Abstract

Students’ perceptions of generosity and fairness in lecture evaluation and grades, communication with professors, and self-fidelity and satisfaction during the COVID-19 situation were statistically analyzed by surveying students at M university in Daejeon. These data were analyzed in the context of parameters that might impact online class lecture evaluations, namely gender and school year. Descriptive analysis shows students’ perceptions of online lectures are significantly high. As for differences by gender and school year, the t-test results indicate female students generally have better perceptions of online classes than male students. However, there is no statistical difference between male and female students regarding the generosity of lecture evaluation. Also, ANOVA test results show that as the school year increases, the general perceptions for online classes become negative. However, there is no statistical difference by school year regarding the generosity of lecture evaluation. Regression analysis shows that the “perceptual generosity of grades” most significantly influenced the “perceptual generosity of lecture evaluation.”

; pp.98-104
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Abstract

With Unity creating footage is possible by using 3D motion, 2D motion, particular, and sound. Even post-production video editing is possible by combining the footage. In particular, Cinemachine, a suite of camera tools for Unity, that greatly affects screen layout and the flow of video images, can implement most of the functions of a physical camera. Visual aesthetics can be achieved through it. However, as it is a part of a game engine. Thus, the understanding of the game engine should come first. Also doubts may arise as to how similar it is to a physical camera. Accordingly, the purpose of this study is to examine the advantages and cautions of virtual cameras in Cinemachine, and explore the potential for development by implementing storytelling directly.

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