The Virtual Reality Experience and Leisure Experience of Screen Horse Riding Participants: from the ‘Simulation’ point of view by Boudrillard

  • Authors

    • Lim Jeong Mi
    • Lim Soo Woen
    • Oh Hyun Ok
    2018-08-29
    https://doi.org/10.14419/ijet.v7i3.33.21019
  • Boudrillard, Leisure experience, Screen riding, Simulation, Virtual reality.
  • This study aims to gain depth understanding of the virtual reality experience experienced by screen riding, to analyze in depth and interpret from the perspective of Boudrillard through a subjective and subjective perspective of leisure users. In this study, after learning about the experience of virtual reality symbols built into them through screen riding, the leisure experience of screen riding participants was further identified. The double-checking results are as follows. First, experience in the virtual reality of screen riding can be described as a fusion of virtual reality symbols and experiences. The virtual reality symbols inherent in screen riding are expressed as spatial symbols, behavioral symbols, and contents, and the fusion of experience means a transcendental and a transformative environment. Second, screen riding was a derivative of the study that enabled participants to enter horseback riding more easily and to continue with leisure activities, also to help with posture correction, constipation, diet, and Kegel exercise. thereby enhancing fun and desire for horseback riding. In the study, participants were focusing on subjective feelings arising from the experience of horseback riding, and they stated that the body's sensory stimuli increased the quality of life and felt happy. In this study, the leisure activities are satisfied with the simulacra which can replace reality according to the subjective viewpoint of the leisure experiencer and the reflection of personal circumstances in the virtual reality of screen riding sports which is IT fusion. In the future, It is necessary to study the consumption patterns and the popularity of the emerging virtual reality sports since various virtual reality sports are becoming popular and are being built into the culture of life.

     

  • References

    1. [1] Bae JA, & Kim SI (2015), Proposal of Fitness Service based on Virtual Reality Game and u-Healthcare for Improving Leisure Satisfaction, Journal of Digital Design, 15(1), 133-144.

      [2] Bae YD, Baudrillard and Simulasion, Seoul: Sallim, (2005),1-244.

      [3] Baudrillard J, Simulacra and Simulation, The University of Michigan, (1996).

      [4] Bideau B, Kulpa R, Vignais N, Brault S, Multon F, & Craig C, (2010), Using virtual reality to analyze sports performance IEEE Computer Graphics and Applications,30(2),14-21.

      [5] Han DY, & Kim DK (2011), Changes in Sports Environment Viewed by J. Baudrillard’s Simulacre Concept. Pilosophy of Movement: Journal of Korean Philosophic Society for Sport and Dance, 19(3), 93-108.

      [6] Harmsen L (2010), Virtual Space in Computer Games. Research Master Media and Performance Studies, Utrecht University, 1-108.

      [7] Jeon WJ, Kim KO, & Lim SW (2013), The Meanings of Participation and Acceptance Factors of Screen Golf in Adults in their 30`s: Based on the diffusion of innovation, Korean journal of physical education, 52(5), 573-586.

      [8] Kim BM, Lim SW, & Lee HG (2011), Reality Dominating Process of Virtual Reality Symbol with in Screen Golf. The Korea Sports Society Journal, 24(3), 137-158.

      [9] Lim JM, & Lim SW (2014), Study on Relations Among Water Leisure Sports Participants` Leisure Motivation, Leisure Flow, Leisure Satisfaction and Psychological Well-being. The Korean Journal of physical education, 53(6), 417-429.

      [10] Lim JM, Kang SH, & Kim S, A life Sport , Book Publishing : Glat, Gyeongbuk , (2015).

      [11] Lim JM, & Choi JJ, Modern life and Sports, Book Publishing : Glat, Gyeongbuk , (2016).

      [12] Lincoln Y, & Guba E, Naturalistic inquiry, Beverly Hill. CA: sage, (1985).

      [13] Spradley, P., Participant Observation, New York: Holt, Rinehart and Winston, (1980). [J.Y. Sin., Participation observation, Seoul: Sigma Press, (2006) ].

      [14] Sul MS, Park DY, & Kim JW (2011), Development and Verification of Criteria for Measuring Motivation for Participation of Screen Golf Users, Journal of Sport and Leisure Studies, 46(1), 361-375.

      [15] Tripcchio, P (2012), Virtual Reality Sports Training. In Intelligent Environments, 370-381.

      [16] Wang B, & Wu ZZ (2014), Research on Application of Computer Virtual Reality Technology in Sports Training, Advanced Materials Research, 926-930(3), 2694-2697.

      [17] Yi ES (2009), Exercise Motivations of the Participated in Screen Golf -Involvement, Fun, and presence Factors. Journal of leisure and recreation studies, 33(2), 73-83.

      [18] Yoon HH, Jung CY, & Lee H (2012), Analysis of the Leisure Experience in the Virtual Reality: A Study on Screen Golf. Tourism Research, 36(6), 79-108.

      [19] Zyda, M (2005), From Visual Simulation to Virtual Reality to Games, Published by the IEEE Computer Society, 38(9), 25-33.guide guabstract

  • Downloads

  • How to Cite

    Jeong Mi, L., Soo Woen, L., & Hyun Ok, O. (2018). The Virtual Reality Experience and Leisure Experience of Screen Horse Riding Participants: from the ‘Simulation’ point of view by Boudrillard. International Journal of Engineering & Technology, 7(3.33), 229-232. https://doi.org/10.14419/ijet.v7i3.33.21019