• Title/Summary/Keyword: 가상체험평가

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Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

A Study on VR Based Training System Contents Test Method (가상현실 기반 훈련시스템 콘텐츠 시험방법에 관한 연구)

  • Lee, Gyungchang;Cha, Moohyun;Youn, Cheong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.486-489
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    • 2016
  • 가상현실 기반 훈련시스템은 3D 모델링 기법으로 개발되어 실시간 렌더링(Realtime Rendering)되는 훈련용 콘텐츠와 운동감 제공을 위한 모션플랫폼, 촉감 제공을 위한 햅틱장치 등 다양한 하드웨어를 이용하여 인간 감각에 대한 모의 체험환경을 제공함으로써 높은 훈련 몰입감을 제공한다. 훈련시스템의 구성요소 중 하드웨어들은 설계 성능을 바탕으로 정량적 시험평가로서 검증(Verification)과 확인(Validation)이 가능하나, 훈련환경에 대한 사실적 가시화가 요구되는 훈련용 콘텐츠는 시현을 위한 실시간 렌더링 성능 등의 정량적 시험평가 만으로 검증과 확인에 어려움이 많다. 본 연구에서는 일반 소프트웨어와 콘텐츠 소프트웨어 테스팅 요소 차이와 상용게임 콘텐츠와 훈련용 콘텐츠의 차이점을 분석하고, 훈련용 콘텐츠의 정량적 시험평가를 위한 명세서의 작성과 활용을 제안한다.

A study on conservative Value Evaluation for landscape of the Rural Tourism villages (농촌체험 마을경관의 보전가치평가 연구)

  • Son, Ho-Gi;Kim, Sang-Bum
    • Journal of Agricultural Extension & Community Development
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    • v.17 no.4
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    • pp.897-918
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    • 2010
  • This paper researches conservative value evaluation of rural tourism villages with "CVM(Contingent Valuation Method)" focusing on visitor to offer the guide for preservation and management in landscape of rural tourism villages based on critical consciousness for conservation and utilization by regional development. The option value is 37,624won(36.7%), the bequest value is 34,856won(34.0%), existence value is 30,073 won(29.3%), and overall average willingness to pay of conservation value is 102,517won(100.0%) for conservative value of sesim-village in Kyung-Ju. The results show that landscape of rural tourism villages has great value historically and culturally. In conclusion, it suggested that planners and staffs of rural tourism villages recognize that it is positively necessary to be considered not only multiple landscape index but also conservation policy in process of development planning in rural tourism villages.

Effect of virtual reality-based construction safety education on the learning performance of construction workers - Using CAMIL theory - (가상현실 기반 건설안전교육이 건설근로자의 학습효과에 미치는 영향 - CAMIL 이론을 활용하여 -)

  • Park, Hyunsoo;Koo, Choongwan
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.3
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    • pp.104-115
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    • 2022
  • Safety accidents in the construction industry account for the highest percentage of all industries; and thus, it is encouraged to introduce a virtual reality (VR)-based experiential education system into the basic occupational safety and health training for construction as a way to solve the problem. However, there are some limitations such as a lack of competent workforce, and insufficient content and equipment for VR-based construction safety education. In this background, this study aimed to analyze the difference in learning effect between the CG-based experiential VR education (direct method, type B) and the existing photo-based audiovisual VR education (indirect method, type A), in which a CAMIL (Cognitive & Affective Model of Immersive Learning) theory was used as objective assessment tool. The learning effect of the direct education method (type B) was found to be superior to that of the indirect education method (type A) in terms of all areas in the CAMIL theory. It is expected that the VR-based experiential construction safety education will increase the learning effect of construction workers.

Evaluation of Virtual Reality Simulation of Dental Caries through Student Questionnaire (학생 설문을 통한 가상현실 치아우식 시뮬레이션의 평가)

  • Kim, Byunggee;Ryu, Jeeheon;Kim, Jaehwan;Kim, Seonmi;Choi, Namki
    • Journal of the korean academy of Pediatric Dentistry
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    • v.47 no.3
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    • pp.293-302
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    • 2020
  • The purpose of this study was to evaluate the applicability of virtual reality simulation after experience of dental caries diagnosis for dental students before exposing to clinical pediatric practice. A pediatric patient model of a five-year-old child with primary dentition was developed and a caries model that is amenable to VR(virtual reality) diagnosis was organized and set-up. The dental student's were allowed to use the simulated model for fifteen minutes and their experiences were evaluated using a self-reported questionnaire to evaluate presence and usability of this application. Overall, virtual presence and appearance area of the simulation were highly scored. The result indicates that the VR model has no significant difference from the actual clinical caries regardless of grade of students, gender and VR experience. If the prototype is continuously advanced, its applicability in dental education will increase.

Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality (몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발)

  • Choi, Chang-Min;Jung, Hyeon-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.59-65
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    • 2019
  • The decline of cybersickness, an important task that must be addressed in terms of growth of the virtual reality content industry, is a subject of much attention not only in the industrial sector but also in academia. However, despite the long-standing interest in and research on cybersickness, the solution is insufficient. In this paper, the purpose of this paper is to develop a tool to effectively measure cybersickness when users experience immersive virtual reality, and come up with measures to reduce cybersickness. First, the common factors related to cybersickness were analyzed in the method used in the preceding study, and each was derived as a subcomponent. Based on this, we are going to present an effective cybersickness measurement assessment tool model in immersive virtual reality. We would like to refer the assessment tool model to the study as well as to the reduction of cybersickness.

The Virtual Review System for Car Interior/Exterior Design Review (자동차 내.외관 품평을 위한 가상 디자인 품평 시스템)

  • Ghyme, Sang-Won;Shin, Seon-Hyung;Son, Wook-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1069-1074
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    • 2006
  • 자동차/선박/정보통신기기 등의 각종 제조 산업 분야에서 신제품 개발기간과 비용단축을 위해 제품의 설계/스타일링 단계에서 디자인 및 사용자 사용성/편이성 등에 대해 가상으로 품평하는 기술에 대한 관심이 날로 증가하고 있다. 이상적인 가상 품평 기술은 사용자가 실물에 대한 품평 상황과 동일한 체험을 얻을 수 있도록 해야 한다. 이를 위해서 품평 대상물을 사실적으로 표현할 수 있도록 하는 실사 수준의 고품질 가시화 기술과 사용자가 품평 대상물을 자연스럽게 조작할 수 있는 상호작용 기술이 필요하다. 본 연구는 자동차의 내 외관 디자인 품평을 위한 가상 디자인 품평 시스템의 개발에 관한 것으로, 사실적인 자동차 가시화를 위한 환경 반사, 빛 산란, 범프 매핑등의 고품질 쉐이더 구현 및 저작 기술, 몰입환경에서 품평 작업을 위한 3D GUI 지원, 자동차 각 부품의 사용성/편이성 평가를 위한 운동성 조작 기능, 멀티프로젝션 디스플레이 시스템 및 3 차원 인간 모델, 장갑형 입력장치 지원을 통한 몰입형 가상 품평 환경 구축에 관한 기술 및 구현 방법을 제시하고자 한다.

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A Study on the valid verification of virtual space experience through the web (Web기반 공간가상체험의 유효성 검증에 관한 연구)

  • Kim, Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.16 no.1 s.60
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    • pp.126-134
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    • 2007
  • This study researches the effectiveness of virtual experiences as an evaluation method in design. For the study, I researched the result on the spatial recognition before, abstracted visual objects and factors in recognition process and made up 43 inquiries for the evaluation through the experts group. Besides, set the analytical code between recognition factor and spatial constituents, made analysis the result from it. From April 1st to June 30th in 2004, the virtual model of educational place, college main building and city library was established as a subject of the research and studied the result. The methods that are used for the study are frequent analysis, T-test, reliability analysis, factor analysis etc. and SPSSWIN Package is used for the statistic analysis. There were two times of analysis on the evaluation to analyze the effect of virtual models on the web basis, one group evaluated the virtual building same as real and the other group evaluated the building site. Then analyzed the differences and correlation between the two. In result, college building, the first subject of study, and the second city library shows that made little differences between on the spot evaluation and virtual evaluation. Therefore, it is considered that the design evaluation with virtual model on the web basis has a vantage. But some problems founded that solved between preceding and present research through the feedback. It is as follows, 1. detection of problems that insufficience validity in the first survey. 2. found some not-validity inquiries. 3. detection of necessities that qualitative improvement and technical repletion in virtual environment.

MPEG-I Immersive Audio Standardization Trend (MPEG-I Immersive Audio 표준화 동향)

  • Kang, Kyeongok;Lee, Misuk;Lee, Yong Ju;Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.723-733
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    • 2020
  • In this paper, MPEG-I Immersive Audio Standardization and related trends are presented. MPEG-I Immersive Audio, which is under the development of standard documents at the exploration stage, can make a user interact with a virtual scene in 6 DoF manner and perceive sounds realistic and matching the user's spatial audio experience in the real world, in VR/AR environments that are expected as killer applications in hyper-connected environments such as 5G/6G. In order to do this, MPEG Audio Working Group has discussed the system architecture and related requirements for the spatial audio experience in VR/AR, audio evaluation platform (AEP) and encoder input format (EIF) for assessing the performance of submitted proponent technologies, and evaluation procedures.

Criminal Profiling Simulation Training and Assessment System based on Virtual Reality (가상현실 기반 범죄 프로파일링 시뮬레이션 교육 및 평가 시스템)

  • Kim, Han-Seob;Kim, Hae-Ji;Lee, Yoon-Sik;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.83-92
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    • 2018
  • In this paper, we propose a system to a criminal profiling simulation training and assessment with virtual reality technology. Profiling has emerged as the incidence of violent crime has increased by 45.2 % in the country over the past decade. However, the number of profilers in Korea is 36, due to the problem of existing courses. "Criminal Reproduction Learning" is the common way to profiling training, but there are numerous constraints that prevent practical training. Thus, the system used virtual reality technology to overcome existing constraints. Users can receive simulation training and assessment of profiling at crime scene that have been implemented as virtual reality, with an immersive experience through interaction. We expect this system to contribute to the activation of profiling education in many institutions and to the development of good profilers with diverse training.