• Title/Summary/Keyword: 가상학습공간

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A Study on Inverse Kinematics Based Posture and Motion Generation System for Sports Climbing (역운동학 기반 스포츠클라이밍 자세 및 동작 생성 시스템에 관한 연구)

  • Shin, Kyucheol;Son, JongHee;Kim, Dongho
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.5
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    • pp.243-250
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    • 2016
  • Recently, public interest in virtual reality (VR) and augmented reality (AR) has increased. Therefore, computer graphics-related research has been actively conducted. This has included research on virtual space related to human posture implementation. However, such research has focused on general posture in humans. This paper presents a system with reference to the basic posture in sports climbing and the inverse kinematics method for generating the positions and behavior of virtual characteristics in a three-dimensional virtual space. The simulation based on the inverse kinematics method, produced with an inverse kinematics solver and initial pose animation from motion capture, provides realistic and natural movement. We designed a simulation system to generate correct posture and motions similar to those in sports climbing by applying the basic procedure of sports climbing. The simulation system provides help for producing content about sports climbing, such as learning programs for novice climbers and sports climbing games.

A Study on the Validity of the Prediction of Binaural Parameters by 5 Channel Microphone System (5채널 마이크로폰 시스템을 활용한 공간감 지표 예측의 타당성에 관한 연구)

  • Jang Jae-Hee;Oh Yang-Ki;Jeong Dae-Up;Jeong Hyok
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.2
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    • pp.103-110
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    • 2005
  • Providing adequate amount of spatial impression for spaciousness) has been known to be one of the most important design considerations for the good acoustics of rooms for music. and the measurement, of room acoustics using parameters. such as LEF and IACC, forms an essential part of such evaluation. However. it is unavoidable to use different transducers (figure of eight microphones. head and torso) for the measurement of each parameter and it tends to make the measurement procedure complicated. The Present work tried to provide a simpler way to measure these binaural room acoustic parameters including monaural ones with a single measurement system using both spatial information collected through a 5-channel microphone and a trained neural network. A computer simulation program, CATT-Acoustic V7.2. which allowed us to obtain exactly the same spatial information as a 5-channel microphone was used. since it requires quite a large amount of data for practical training of a neural network. Since each reflection has different energy. delay and direction, energy should be integrated properly. the concept of ray tracing method was applied inversely in this work. Also applying weightings according to the delay times was considered in this work. Finally, predicted results were compared with the measured data md their correlations were analyzed and discussed.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.

The Influence of On-Off Line Blended Learning in Emphasizing the Interaction Between Teacher and Students on the Perception about Learning Environment and Science-Related Attitude (교사와 학생의 상호작용이 강조된 온-오프라인 혼합형 학습이 학습 환경에 대한 인식과 과학 관련 태도에 미치는 영향)

  • Hwang, Yohan;Kim, Jinsook;Lee, Mu Sang
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.27-35
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    • 2015
  • General education is changed by accepting the change in education environment to digital generation, emphasis about student-centered education, and change of teacher's role. E-learning has taken center stage as an effective learning environment but the problems are drawn for the absence of interaction that is important in learning. In this study, on the basis of questionnaire results about learning using website, we operated blended-learning where students come and go in cyberspace and physical space to set up the lesson environment for emphasizing interaction. We selected a control group (N=40) and an experimental group (N=40) from second grade students in a middle school for this research. General instructor-led lessons were implemented in the control group and blended-learning lessons to emphasize interaction between teacher and students were implemented in the experimental group. The experiments were applied to eight class-hours in 'characteristics of matter' unit. We implemented Test of Science Related Attitude (TOSRA) to the students before and after the lessons and administered questionnaire for checking attitude changes and perception in students. The results of the test show that the experimental group students were more encouraged and became more confident and curious about scientific learning than the control group students. The analysis of the interview and results of TOSRA show that blended-learning provided guidance and feedback by the teacher to the experimental group students more than the control group students. Blended-learning is suggested as a learning-method that is helpful in improving scientific attitude in students because it enables them to express their experiences without limit of time-space and promote interaction between teacher and students.

Design and Implementation of Web Based Databank System for Qualification Test (자격증 시험을 위한 웹 기반 문제은행 시스템 설계 및 구현)

  • Kim, Yong-Ho;Kim, Hee-Chul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11b
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    • pp.737-740
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    • 2003
  • 초고속 정보통신망의 발전과 더불어 컴퓨터의 급속한 보급 및 웹 기술의 발전으로 교육 분야에서도 큰 변화가 일어나고 있다. 인터넷의 대중화로 정보화 마인드가 확산됨에 따라 다양한 학습이 이루어졌고, 이에 따라 자격증 역시 정보화 지수로 중요한 위치를 차지하고 있다. 7차 교육과정에서는 저학년에도 컴퓨터 교육이 이루어지고 정보소양인증제도가 실시됨에 따라 자격증 취득에 대한 요구가 높아지고 있다. 본 논문에서는 많은 컴퓨터 관련 자격증 중에서 정보처리 기능사 필기시험을 가상공간인 웹 상에서 설계 및 구현해 봄으로써 실업계 고등학교 학생들이 보다 손쉽게 자격증을 취득하는데 도움을 주도록 하는데 있다. 이러한 웹에 기반한 교육적 활용의 한 모델로서 자기 주도적 학습이론과 수준별 학습이론을 정보처리 기능사 필기시험에 적용하였다. '자격증 시험을 위한 웹 기반 문제은행 시스템'은 정보처리 기능사 필기시험뿐만 아니라, 문제은행 방식의 많은 컴퓨터 관련 자격증 필기시험에도 적용 및 응용이 가능하다.

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Design and Implementation Effective Behavior of Autonomous Agent in Dynamic Environment (동적 환경에서의 효율적인 자율 에이전트 행위의 설계 및 구현)

  • 박형근;박정용;이은희;정상윤;박종희
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.251-253
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    • 1999
  • 가상현실을 이용한 교육시스템에서 학습자를 대신한 에이전트의 설계에 대한 많은 연구가 이루어지고 있다. 이러한 에이전트의 설계에 있어서 가장 중요한 점은 동적으로 변화되는 환경에서 이루어지는 다양한 현상과 사건들을 인식하는 방법과 이에 대해 반응하는 행동의 설계와 구현에 있다. 본 논문에서는 에이전트의 행동을 설계함에 있어서 교육 시스템의 목적에 부합하기 위한 주위 객체들과의 상호작용을 통한 행위의 인식, 장이론을 이용한 공간객체와의 상호작용 등을 이용하여 좀 더 효율적으로 주위 환경에 반응할 수 있는 자율 에이전트의 행위에 대한 방안을 제시한다.

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Cyber University records management system for remote testing automatic scoring open-ended research (사이버대학 성적관리를 위한 원격시험 주관식 자동채점 시스템 연구)

  • Park, Ki-Hong;Jang, Hae-Sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.117-118
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    • 2014
  • 정보통신기술, 멀티미디어 기술 및 관련 소프트웨어 등을 이용하여 형성된 가상의 공간(Cyber-Space)에서 교수자와 학습자 간의 수업이 이뤄지는 사이버대학에서 학생들의 성적관리를 위한 원격시험 주관식 시험문제 자동채점 시스템을 연구하였다.

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3D Model Extraction Method Using Compact Genetic Algorithm from Real Scene Stereoscopic Image (소형 유전자 알고리즘을 이용한 스테레오 영상으로부터의 3차원 모델 추출기법)

  • Han, Gyu-Pil;Eom, Tae-Eok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.38 no.5
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    • pp.538-547
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    • 2001
  • Currently, 2D real-time image coding techniques had great developments and many related products were commercially developed. However, these techniques lack the capability of handling 3D actuality, occurred by the advent of virtual reality, because they handle only the temporal transmission for 2D image. Besides, many 3D virtual reality researches have been studied in computer graphics. Since the graphical researches were limited to the application of artificial models, the 3D actuality for real scene images could not be managed also. Therefore, a new 3D model extraction method based on stereo vision, that can deal with real scene virtual reality, is proposed in this paper. The proposed method adapted a compact genetic algorithm using population-based incremental learning (PBIL) to matching environments, in order to reduce memory consumption and computational time of conventional genetic algorithms. Since the PBIL used a probability vector and competitive learning, the matching algorithm became simple and the computation load was considerably reduced. Moreover, the matching quality was superior than conventional methods. Even if the characteristics of images are changed, stable outputs were obtained without the modification of the matching algorithm.

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A Study on the Development of Computer Based Training Simulator for Aids to Navigation Using Virtual Reality Techniques (가상현실 기술을 이용한 항로표지 CBT 시뮬레이터 개발에 관한 연구)

  • Yim, Jeong-Bin
    • Journal of the Korean Institute of Navigation
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    • v.25 no.2
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    • pp.107-118
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    • 2001
  • This paper describes prototype Aids to Navigation Simulation System (AtoNSiS) that we have recently developed Aids to Navigation (AtoN) training equipment based on the virtual reality technology. To produce an enhanced AtoN simulation experience, three-dimensional (3D) cardinal and lateral buoys are created, and then build up the virtual 3D waterway world according to the guidelines of IALA (International Association of Lighthouse Authorities) in region B. The AtoNSiS have Simulation Module (SM) and Explanatory Module (EM). SM is to learn about the IALA-B system using virtual navigation world varying with environmental factors. EM is to view more detailed marker characteristics using 3D objects. In this work, we present system design concepts, development processes, and simulation experiments of prototype AtoNSiS. Results from tests and evaluations with five subjects provide practical insight on the importance of AtoNSiS.

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Scene Graph Generation by Exploration of Agent in Three-Dimensional Space (3차원 공간에서 에이전트의 탐색을 통한 장면 그래프 생성)

  • Shin, Donghyeop;Kim, Incheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.742-745
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    • 2018
  • 장면 그래프는 영상 내 물체들의 정보를 나타내는 지식 그래프이다. 본 논문에서는 3차원 공간에서 에이전트의 탐색을 통해, 장면 그래프를 생성하는 모델을 제안한다. 3차원 공간에 대한 장면 그래프는 물체들의 위치, 종류, 속성뿐만 아니라 물체들 간의 관계 정보를 포함한다. 이에 따라 장면 그래프는 다양한 문제 해결에 기초 데이터로써 활용될 수 있다. 본 논문은 장면 그래프를 생성하기 위해 필요한 기능들을 정의하고, 기능에 따라 4가지 부분 네트워크들을 제안한다. 또한 각 부분 네트워크들의 학습 및 성능 평가를 위해, 3차원 실내 가상환경인 AI2-THOR에서 데이터들을 수집하였고, 다양한 실험을 통해 각 부분 네트워크들의 성능을 검증하였다.