• Title/Summary/Keyword: 가상현실

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The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.

An Exploratory research on patent trends and technological value of Organic Light-Emitting Diodes display technology (Organic Light-Emitting Diodes 디스플레이 기술의 특허 동향과 기술적 가치에 관한 탐색적 연구)

  • Kim, Mingu;Kim, Yongwoo;Jung, Taehyun;Kim, Youngmin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.135-155
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    • 2022
  • This study analyzes patent trends by deriving sub-technical fields of Organic Light-Emitting Diodes (OLEDs) industry, and analyzing technology value, originality, and diversity for each sub-technical field. To collect patent data, a set of international patent classification(IPC) codes related to OLED technology was defined, and OLED-related patents applied from 2005 to 2017 were collected using a set of IPC codes. Then, a large number of collected patent documents were classified into 12 major technologies using the Latent Dirichlet Allocation(LDA) topic model and trends for each technology were investigated. Patents related to touch sensor, module, image processing, and circuit driving showed an increasing trend, but virtual reality and user interface recently decreased, and thin film transistor, fingerprint recognition, and optical film showed a continuous trend. To compare the technological value, the number of forward citations, originality, and diversity of patents included in each technology group were investigated. From the results, image processing, user interface(UI) and user experience(UX), module, and adhesive technology with high number of forward citations, originality and diversity showed relatively high technological value. The results provide useful information in the process of establishing a company's technology strategy.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

A Comparative Study on the Brand Experiences of Metaverse and Offline Stores (메타버스와 오프라인 스토어의 브랜드 체험 비교 연구)

  • Gwang-Ho Yi;Yu-Jin Kim
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.53-66
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    • 2023
  • In recent times, more fashion brands have been seeking ways to use metaverse platforms, in which users can actively participate, as their new brand touch-points. This study aims to compare the brand experiences of the fashion brand Gentle Monster's offline store and its equivalent metaverse store. By changing the order of offline and metaverse visits, two groups participated in the field study that allowed them to experience directly the offline and metaverse stores. As a result of the analysis, the following findings were discovered: (1) In the overall experiential response, the frequency of sensory modules responding to new information was much higher than that of feeling experiences; (2) Experiential responses were more active in the offline store where the subjects could touch and use products directly rather than in the metaverse; (3) Among the four types of theme space, the experiential response was the most frequent in the product space; (4) The first group that visited the metaverse store before the offline store showed a more active experience than the second group that visited the offline store first. Finally, the results of this study show that metaverse brand stores in virtual space not only provide differentiated experiences beyond the spatiotemporal constraints of real space but can also be used as a strategic tool to make offline store experiences more meaningful and rich.

Analyses of SGTR Accident With Mihama Unit Experience (미하마 원전경험에 대한 SGTR 사고해석)

  • Lee, S.H.;Kim, K.;Kim, H.J.;Eun, Y.S.
    • Nuclear Engineering and Technology
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    • v.26 no.1
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    • pp.41-53
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    • 1994
  • A SGTR accident postulated at Kori unit 1 is simulated with Mihama unit experience, which occurred on February 1991, to evaluate the capability of plant to cope with the transient. The system design and plant conditions of Kori Unit 1 are much similar with those of Mihama Unit 2. Therefore, special concern has been given to evaluate the sequence and the resulting consequence of the postulated SGTR accident at the Kori unit 1 An analysis is peformed as realistically as possible, with following the EOP of Kori unit 1. The result indicates that the leak through tube break terminates within about forty minutes, and the Kori unit 1 may be sufficient to cope with SGTR accident with same type of sequence. However, the reconsideration may be required for the design of Kori unit 1 which disconnects non-safety AC power from off-site power on SI signal generation. It may be pointed out that the content of EOP for SGTR accident is not enough to require operator's proper judgements. An analysis of SGTR accident tested in the LSTF which simulated the SGTR accident at the Mihama Unit 2 is peformed using the RELAP5/MOD3. The results indicates that the code yields in general good agreement with the test, except the break flowrate at the early stage of the event.

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A Study on the Digital Holographic Image Acquisition Method using Chroma Key Composition (크로마키 합성을 이용한 디지털 홀로그래피 이미지 획득 방법 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.313-321
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    • 2022
  • As 5G is getting developed, people are getting interested in immersive content. Some predicts that immersive content may be implemented in real life such as holograms, which were only possible in movies. Holograms, which has been studied for a long time since Dennis Gabor published the basic theory in 1948, are constantly developing in a new direction with digital technology. It is developing from a traditional optical hologram, which is produced by recording the interference pattern of light to a computer generated hologram (CGH) and a digital hologram printer. In order to produce a hologram using a digital hologram printer, holographic element (Hogel) image must first be created using multi-view images. There are a method of directly photographing an actual image and a method of modeling an object using 3D graphic production tool and rendering the motion of a virtual camera to acquire a series of multi-view images. In this paper, we propose a new method of getting image, which is one of the visual effect, VFX, producing multi-view images using chroma key composition. We shoot on the green screen of actual object, suggest the overall workflow of composition with 3D computer graphic(CG) and explain the role of each step. We expected that it will be helpful in researching a new method of image acquisition in the future if all or part of the proposed workflow to be applied.

Older Drivers' Characteristics and Optimal Number of Guide Names on Road Signs (도로표지에 대한 고령운전자의 인간공학적 특성과 적정 안내지명 개수에 대한 연구)

  • Noh, Kwan-sub;Lee, Jong-hak;Kim, Jong-min
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.28 no.2D
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    • pp.235-242
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    • 2008
  • Due to the lack of judgement in an information processing on road sign, older drivers usually are having a hard time driving than young group. Furthermore, according to increasing in aging population, older drivers in Korea have been growing much faster. That means research for older drivers' characteristics and the number of guide name for road sign should be needed. In accordance with suggestions, this study was carried out the number of guide names for road sign with a variety of ages from the twenties to the seventies. For the sake of this study, statistical verification was conducted to confirm a change of speed, a reading time and a misreading rate with Driving Simulator and Electrooculogram tool. As the results of study, change of speed in the age range has shown that the higher the proportion of age, the lower the rate of velocity. Also reading time in the age range with regression analysis found that the higher the proportion of age, the higher the rate of reading time by 0.106sec. Finally, a binary logistic model was used to find the main factors. As the results, 4 number of guide names for road sign have been the best of them for older driver. The result of this study verified the importance of ideal guide numbers on road sign for older driver and proved itself to be an effective method to determine the road safety for the road signs.

Estimating the Willingness-To-Accept for Cash Benefit of Long-Term Care Insurance (노인장기요양보험제도의 현금급여 도입 필요성 - WTA를 통한 적정 현금급여액 추정 -)

  • Shin, Hye Jeong
    • 한국노년학
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    • v.29 no.1
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    • pp.177-194
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    • 2009
  • Korea government has launched long-term care insurance from 2008. However, one of the most important issues, whether or not providing cash benefit, is still unresolved. In this paper, in order to provide policy guidelines for the long-term care insurance, I attempt to estimate the Willingness-To-Accept (WTA) of the cash subsidy for informal care by using Double Bounded Dichotomous Choice method, a branch of Contingent Valuation Method (CVM). In doing so, I also estimated the determinants of the preference for cash benefit. Data were obtained from face-to-face survey interviews with 300 informal care-givers at three major general hospitals in Seoul, Korea. The questionnaire was constructed with two scenarios (mild/severe symptom). The results from logistic regression analyses and the estimation of WTA indicate that informal care-givers are willing to accept the cash benefit as low as 628 thousands won for mild fragile elderly and 1,072 thousands won for severe fragile elderly. The strength of this paper is that I estimated the WTA of the cash benefit by reflecting the changes in preferences of informal care-givers. The analytic results from the this paper suggest that the cash benefit in long-term care insurance is indispensible in achieving the goal of the long-term care system.

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.160-172
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    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

Designing Digital Twin Concept Model for High-Speed Synchronization (고속 동기화를 위한 디지털트윈 개념 모델 설계)

  • Chae-Young Lim;Chae-Eun Yeo;Ho-jin Sung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.245-250
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    • 2023
  • Digital twin technology, which copies information from real space into virtual space, is being used in a variety of fields.Interest in digital twins is increasing, especially in advanced manufacturing fields such as Industry 4.0-based smart manufacturing. Operating a digital twin system generates a large amount of data, and the data generated has different characteristics depending on the technology field, so it is necessary to efficiently manage resources and use an optimized digital twin platform technology. Research on digital twin pipelines has continued, mainly in the advanced manufacturing field, but research on high-speed pipelines suitable for data in the plant field is still lacking. Therefore, in this paper, we propose a pipeline design method that is specialized for digital twin data in the plant field that is rapidly poured through Apache Kafka. The proposed model applies plant information on a Revit basis. and collect plant-specific data through Apache Kafka. Equipped with a lightweight CFD engine, it is possible to create a digital twin model that is more suitable for the plant field than existing digital twin technology for the manufacturing field.