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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Expansion of Immersive Experience in Society?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Seoul Media Institute of Technology</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hwagok-ro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gangseo-gu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Seoul</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Republic of Korea</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>hoikyung</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>@gmail.com</string-name>
          <email>fourtvir@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Evolution of Immersive User Experience</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Sungkyunkwan University 25-2</institution>
          ,
          <addr-line>Seonggyungwan-ro, Jongno-gu, Seoul</addr-line>
          ,
          <country>Republic of</country>
          <addr-line>Korea 03063</addr-line>
        </aff>
      </contrib-group>
      <fpage>22</fpage>
      <lpage>32</lpage>
      <abstract>
        <p>With the constantly evolving technology of immersive experience, this study ana-lyzed cases of various immersive user experiences. Characteristics of immersive user experience were classified into interactivity, virtuality, information processa-bility, presence and body ownership. When immersive user experiences are ap-plied to fields such as cultural content, advertising marketing, social VR, and connected car platform, innovative services and content for users are developed and meaningful insights into future immersive experience technology and social influences are derived. Lastly, problems to be solved were pointed out, such as the problem of human factors that cause visual fatigue, content copyright, and government regulations.</p>
      </abstract>
      <kwd-group>
        <kwd>Immersive Experience</kwd>
        <kwd>User Experience</kwd>
        <kwd>Interactivity</kwd>
        <kwd>Virtuality Presence</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>be reproduced. ICT technology enables fast network processing speed to process
highdefinition content, 360-degree video camera technology that can move 4K or higher
image quality freely, and technologies such as stereo sound, connect with multi-experience
environments such as mobile, automobile, and wearable devices, there-by enabling the
environment surrounding us to become a computing environment. In the future, artificial
intelligence (AI) technology is expected to combine AR and VR to provide a more
advanced immersive user experience. For example, a virtual chef helps me cook, or
a health tracking device analyzes my heart rate changes or sleep patterns to help me
manage my health.</p>
      <p>When it comes to immersive technologies, devices, and content development, the
challenge is for all companies to create new experiences for their users. The key to
problem solving is to provide a natural environment in which users can immerse themselves
and interact with virtual objects.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Characteristics of Immersive User Experience</title>
      <p>The core characteristics that embody the immersive user experience are summarized as
interactivity, virtuality, information processability, presence and body ownership.</p>
      <sec id="sec-2-1">
        <title>2.1 Interactivity</title>
        <p>
          When users are feeling “really involving” and “really using” going beyond simply “see”,
they can have ‘realistic’ experience. Interactivity depends on how speedily, and naturally
they can map and range content or services in the way as they want, within the virtual
environment [
          <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
          ]. For example, when watching “black mirror” Netflix’s interactive
content, people don’t unilaterally watch movies like they were used to doing in the past,
but they actively choose stories and situations to get the results they want. In this way,
interactive content are based on the participation of people, the content plot proceeds
differently according to the user’s selection.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Virtuality</title>
        <p>
          Virtual reality is a space that embodies a specific world regardless of whether it exists
or not: A world made of computer graphics such as text, images, and video. Milgram
and Kishino described it as a 100% virtual world where users can immerse and interact
in a perfect state [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Since it creates something imaginary, the user has a positive or
negative experience depending on how similar the representation is to reality. Advances
in technology make it possible not only to see the virtual world, but also to interact with
what is embodied in virtual reality [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Social VR, for example, uses VR devices, enters
virtual spaces as my avatar, and builds an environment where people can watch and talk
with other participants.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3 Information Processability</title>
        <p>
          This is how information is delivered to users through various sensors, which the media
have described as media richness [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. The process of interactive user experience is to
utilize various human senses through specific input/output sensors. The provision of
information through the use of the five senses raises the effect of interactions felt by
users and brings about sensory immersion of information.
        </p>
        <p>
          For example, a headset audio system that orients sound signals according to the
user’s viewing direction maximizes visual and audible sound effects to enhance user
satisfaction and immersion. The real-time emotional response vehicle control system
of the car, introduced at CES in 2019, optimizes the vehicle’s interior space according
to the driver’s emotion and situation in real time by integrating and controlling the five
senses elements in the vehicle in real time. In other words, based on AI, camera and
various sensors, it automatically adjusts music, temperature, lighting and scent according
to driver’s emotion and condition.
4 Source: Atlantic
This refers to the feeling they are existing as being out of reality, feeling they are existing
in the media. Some or all situations of an individual are created by technology, but
are defined as a psychological state or subjective feeling that causes the individual to
forget the role of this technology [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. It is a concept that expresses the realistic
threedimensional feeling and vividness felt in the 3D movie Avatar. In order to maximize the
immersive user experience, studies have been continuously conducted to find and apply
factors that affect the realism when creating realistic content [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. As people experience
the 360-degree environment, they can have different experiences depending on the
position of the movement in the video, the color, and the depth. TV technology is also
introducing 8K displays to realize vivid ultra-high definition, or expanding 8K content
by upscaling using AI.
2.5
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Body Ownership</title>
        <p>
          This refers to the state of ‘feeling like my body’ that the user feels. Body ownership is
a concept that has been dealt with for a long time in cognitive neuroscience [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. In the
famous Rubber-Hand Illusion experiment5, study participants were stimulated by rubber
hands instead of their real hands, but experienced as if they were their own. In other
words, the fake hand was taken as my hand. It is because our perception of my body is
not just a feeling of seeing, but a total result of the combination of the recognition that
we were in that position, the will to move, and the response of movement.
        </p>
        <p>In another example, there is research that shows that virtual characters, even though
they are white, are seen as black drummers. There is a mismatch between the environment
the brain perceives and its own senses. Therefore, even if it is not real, when the feeling
of body ownership, ‘feeling like my body’, increases when the content is experienced, it
can lead to greater immersion and positive attitudes of users. This provides a starting
point for character implementation when creating virtual reality content such as games.</p>
        <p>
          In the implementation of virtual reality based on cognitive neuroscience, content and
services are developed with a focus on the ‘perceived experiences of people who believe
that they are real even though not real.’ Brain-computer interface (BCI) research [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] is
also increasingly active, for example, the use of brain recognition headsets to control
        </p>
        <sec id="sec-2-4-1">
          <title>5 https://www.the-scientist.com/infographics/infographic-the-rubber-hand</title>
          <p>illusion-31592
game characters, or the development of content that changes the flow of movie stories
depending on the will of the viewer, and specific music using fMRI, wherein efforts are
being made to arouse feelings and emotions as if listening to the music.
3</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Case Studies of Immersive User Experience</title>
      <p>With the development of AR/VR/MR technology, sensor technology of sensory
stimulation such as tactile and motion recognition, CG, data analysis, artificial intelligence,
and 5G network, con-tent and services of immersive user experience that stimulates the
five senses, have been appearing continuously. These tangible content and services are
driving innovation in a variety of areas, including games, movies and performances, as
well as advertising marketing, education, healthcare and military.
3.1</p>
      <sec id="sec-3-1">
        <title>Field of Cultural Content</title>
        <p>Netflix’s ‘Stranger Things’ 360 VR video starts with a dark night, a view of a first-person
that walks to answer a ringing call in the living room. You can experience the horror of
the protagonists indirectly, and become nervous as if you were left alone at home late at
night. It can be linked with Facebook’s stand alone. VR headset “Oculus Go” to provide
a VR experience like a personal movie theater.</p>
        <sec id="sec-3-1-1">
          <title>6 Source: https://www.visitjeju.net/kr</title>
          <p>
            the laser sensor when throwing a ball toward the basket. It is designed for the user to
enjoy real basketball games, training and throwing in a virtual environment.
Companies are reinforcing their brand experience marketing by utilizing content and
services that provide various immersive user experiences based on the new media space.
This is sometimes referred to as a digital installation. We look at examples of successful
marketing campaigns based on five types of experiential marketing, such as sense, feel,
think, act, and relate classified by Bernd Schmitt [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ].
          </p>
        </sec>
        <sec id="sec-3-1-2">
          <title>7 Source: http://www.klive.co.kr/</title>
          <p>The Lush Spa Experiment It visualizes the impact of the rush spa experience on the
mind and body by measuring changes in the heart rate, brain activity, muscle movement
and touch, and breathing. Being designed to capture human biometric data, the rush
product massages the user’s body, and the user’s body sends out body data that was
different from the previous data, expressed by visualization. It is designed to make users
recognize Rush as a special brand that sets it apart from other spa brands.</p>
          <p>Unbelievable Bus Shelter by Pepsi Max It is a tedious experience for public
transporters to be waiting for the bus to arrive. With this in mind, Pepsi installed an AR
project at the London bus stop that will surprise users. By using the AR, he replaced
the walls of the bus stop with fake windows so that the flying saucers, robots, and tigers
seemed to go down the street. The key is to make the virtual world feel as if it is real.</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>Theater Of Experience at Singapore Changi Airport Travelers are surrounded by</title>
        <p>immersive media walls to experience fun and diverse content, while passing through the
security check zone. The beautiful landscape of reality alternates with the subtle and
lively virtual world. Eventually, Changi Airport’s digital signage transformed travelers’
moments from optical illusions to movie storytelling to joy and discovery.
Adidas Broadcast AR Interactive It is a project that creates a situation that seems to
be showing football tricks with a soccer star using augmented reality technology. As the</p>
        <sec id="sec-3-2-1">
          <title>8 Source: https://techtrends.tech/</title>
        </sec>
        <sec id="sec-3-2-2">
          <title>9 Source: https://www.theverge.com/ 10 Source: https://www.frameawards.com/</title>
          <p>user stands in front of the huge augmented reality screen, Brazilian soccer star Marcelo
on the screen talks and shows the movement of the football. The user then takes the
action given and takes a commemorative photo with Marcelo when finished. The video
of the entire experience is automatically captured by the augmented reality system and
easily shared online with a single click.</p>
          <p>Sony’s A Multisensory Food Fantasy It is a project for users to experience traditional
Japanese cooking process. It is an action marketing case where the user experiences
cooking through a digital installation and the cooking process forms tactile interaction
at the same time. The content is created in small particles as soon as the user’s hand
touches the digital installation. This visual movement causes the desire to act directly
11 Source: https://www.indestry.com/</p>
          <p>Fig. 10: Adidas’s AR Interactive Campaign11.
on the user to create small particles. When small particles are produced, the cooking
process is visualized in a metaphorical process.</p>
          <p>Etude House’s Color Factory A participation project allows users to create and select
their own lipstick to match their skin tone. Utilizing the digital kiosk, a digital installation,
users upload their photo and find out the recommended color for them. The users select
a favorite color among the recommended colors, and then customize the case to create
their own cosmetics.
‘Wanna One’s virtual space’ is immersive content using social VR platform, and users
connect to the VR world that reproduces the space in Wanna One music video as
realistically as possible, and find the cheering rods of Wanna One members within a
12 Source: Sony Music Communications
13 Source: https://www.etude.com/kr/ko/main</p>
          <p>Fig. 12: Etude House’s Color Factory13.
limited time wherein if you find all the 10 rods, you will get the prize. The challenge
remains to activate the social VR platform and validate the feasibility of the platform
business through the inflow of fandom.
3.4</p>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>Connected Car Platform</title>
        <p>Audi developed the technology to experience movies and video games from the rear
seats of the car, using VR glasses to make the car space a mobile amusement park and
theater. In essence, the vehicle’s movements and VR content are linked in real time, and
Audi demonstrated a VR content, “Marvel Avengers: Rocket Rescue Run”, which was
collaborated with Disney.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Challenges to be solved in immersive experience</title>
      <p>Since immersive virtual reality is a principle that the brain recognizes the virtual
stereoscopic space through the display in front of the eyes, the human factor problem of visual
fatigue caused by the depth of the image remains a problem. In particular, there is no
solution for digital motion sickness caused by the parallax between display response and
head movement. There are individual differences, but within a few minutes of actually
running the roller coaster content, the experiences felt very sick. There is an urgent need
for technical complements of displays, software, and efforts to find content methods that
are suitable for ultra-contiguous eye display.</p>
      <p>In addition, there are challenges to secure core competencies and copyrights for
immersive con-tent production and solve national regulations and deliberation issues. In
order to expand the immersive content market such as virtual reality, it is most important
for research and technology development to grasp the user’s reaction from the user’s
point of view beyond the views of manufacturers and providers.</p>
    </sec>
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