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공공누리 제 4유형(출처표시 + 상업적 이용금지 + 변경금지)에 따라 이용 가능 한국콘텐츠진흥원의 창작물과 대상 저작물은 "공공누리4유형(출처표시+상업적 이용금지+변경금지)" 조건에 따라 저작물의 출처를 표시하여야 하며, 비상업적 이용만 가능하고 변형등 2차적 저작물 작성을 금지합니다.
![]() A game creates a subjective and deliberately simplified representation of emotional reality. A game is not an objectively accurate representation of reality; objective accuracy is only necessary to the extent required to support the players fantasy. The players fantasy is the key agent in making the game psychologically real. And we can call the fantasy representation in the light of subjective face 'the feeling of presence'. The study of Mel Slater describes an experiment to assess the influence of immersion and presence on performance in immerse virtual environments. The task involved Tri-Dimensional Chess game, and required subjects to reproduce on a real chess board, the state of board learned from a sequence of moves witnessed in a virtual environment. In this paper we have distinguished between immersion and presence, and considered the relationship of these to performance and immersion of gaming. And we found that as for computer design, we should be designed to consider inter-relationship among background configuration, spatial recognition and screen interface design by gender and personality...
The Study on Optimization of Virtual Presence for Computer-Game Design
Ryu, Seoungho / Research Fellow/Ph.D Annenberg School for Communication University of Southern California
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