• Title/Summary/Keyword: 메타버스 교육

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A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

Case Study for Introduction and Use of Metaverse in the Financial Sector (금융권 메타버스(Metaverse) 도입 및 활용 사례 연구)

  • Byung-Jun, Kim;Sou-Bin, Yun;Su-Jin, Jang;Sam-Hyun, Chun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.171-176
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    • 2023
  • The purpose of this study is to analyze the introduction and use cases of Metaverse in the financial sector to learn lessons and implications. Let's take a look. The era of the metaverse is coming. The financial sector is pioneering the blue ocean market in a new era and working with the MZ generation. In order to expand contact points, we are very interested in the new business model, Metaverse, and are actively engaged in research and development. appear to be participating. In the case of finance, information is efficiently transmitted through metaverse, and customers It is predicted that the convenience of customers will be greatly improved by making it possible to use convenient services without visiting a branch. Additionally, by utilizing technologies such as AR and VR, we are trying to provide services linked to the metaverse in earnest. In addition, new financial services such as non-face-to-face asset management consulting services and brokerage services for funds through Metaverse Business models are also expected to be created. It is still in its infancy, and it is currently in its infancy, Metaverse is being used for educational purposes.

A Proposal of Korean Education Program for Multi-cultural Families through Metaverse (메타버스를 활용한 다문화가정 대상 한국어 교육 프로그램 제안)

  • Park, Shinjung;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.581-583
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    • 2022
  • 우리나라 교육통계에 따르면 외국인 가정 및 국제결혼 가정의 자녀 수는 138,227명에 달하며(교육부, 2020), 결혼이민자는 169,005명에 이른다(법무부, 2022). 이들 중 대다수는 의사소통의 어려움을 호소하며, 의사소통 문제는 학교 및 사회생활 부적응으로 이어진다. 이에 대하여, 지방자치단체와 다문화 유관기관 등에서 다양한 한국어교육 프로그램을 진행하고 있지만, 대부분이 단편적인 학습지 교육이나 문화 체험 수업에 그치거나 코로나19 등으로 인하여 수업이 중단되는 등 효과적이고 체계적인 교육이 제공되지 못하고 있는 실정이다. 본 연구에서는 한국에서 적응하고 생활해야 하는 다문화 가정 구성원들을 대상으로 한국어교육을 체계적으로 실시하기 위해 가상현실(VR)을 활용한 교육 프로그램을 제안한다. 이는 시공간의 제약을 받지 않아 일반 교재나 PC 활용 수업에 비해 접근성이 좋고 실재감과 몰입감을 높여 학습자의 흥미와 참여도를 향상시킬 수 있다. 특히 다자간 동시 참여가 가능한 메타버스 공간에서는 학습자 간 활발한 상호작용 및 소통이 가능하여 언어 능력과 더불어 사회 적응력을 기르는 데에 기여할 수 있다.

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A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

Design and Implementation of a Learning experience data xAPI-based University Club Linking & Archiving Metaverse Platform (학습경험데이터 xAPI 기반의 대학 동아리 매칭 및 아카이빙 메타버스 플랫폼 설계 및 구현)

  • Lee, Chanhee;Nah, Jeong-Eun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.928-930
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    • 2022
  • 최근 취향 관심사를 기반으로 한 소모임 플랫폼 수요가 높아지듯, 대학 내외의 사회 전반에서 수준 높은 네트워킹에 대한 욕구가 강한 상황이다. 나아가, 교육 환경, 거주 지역, 개인의 성향 등의 변인들이 성장의 주요 발판이 될 인적 자원을 만드는 데에 지대한 영향을 끼친다는 점에서, 진입 장벽을 낮출 서비스에 대한 니즈가 존재한다. 한편, 기존의 플랫폼은 대학 동아리 및 소모임 활동을 분산적으로 취급하며 총괄하지 못한다. 따라서, 본 논문은 기존 플랫폼의 문제점을 개선한 메타버스 웹 플랫폼인 클러버스(Clubverse)를 소개한다. 이는 대학 내 동아리 간의 소통 및 외부 업체와의 연계를 제고하고 성장기회를 공평하게 분배해 변화에 대비할 수 있는 가능성을 지닌다.

Nuclear Decommissioning Simulation Using Virtual·Augmented Reality (가상·증강 현실을 이용한 원전 작업에서의 활용 방안)

  • Kang, Dong-Yoon;Kim, Sung-Hyun;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.566-568
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    • 2022
  • Metaverse is the most emerging technology due to the recent 4th industry and the non-face-to-face society of Corona 19. As one of the core technologies of Metaverse, VR·AR technology is being industrialized in various fields such as medical care, education, and service. Among them, education and training are the most important fields of application, and nuclear power plant operation also requires this technology. In this paper, we will look at the fields of application of VR·AR technology in existing industries and suggest a plan for use in nuclear power plant work.

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A Study on the Realistic Media Creator Curriculum Based on Drone Video

  • Kim, Gi-Weon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.83-91
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    • 2021
  • In this paper, presents an efficient education method for training specialized edutainment SW education instructors and drone realistic media creators, not just training to acquire certificates through drone manipulation training. To this end, the NCS-based curriculum was derived. The developed curriculum includes the edutainment drone curriculum and the realistic media creator curriculum. Among them, core responsibilities were defined for the drone control curriculum and core tasks, knowledge, and attitudes were described for each. After that, a detailed curriculum for drone control was derived. In the realistic media creator curriculum, pilot education was conducted to actually produce advertisement videos to foster experts who can work directly in the industrial field. Finally, through holding an online conference in a metaverse environment, a virtual conference was operated to share and discuss media videos produced by trainees. After the end of education, the efficiency of this curriculum was proved through education satisfaction analysis for 46 education graduates. This paper presented a method to achieve internalization of SW education in non-face-to-face online education that our society must solve after post-COVID-19. In addition, an efficient educational method in a realistic media environment was suggested by showing a realistic media creator training curriculum, pilot programs, and metaverse conference management cases.

Digital Human Empathy Index (DHEI) for the Era of Human-AI Symbiosis (AI와 인간 공생의 시대를 위한 디지털휴먼공감지표 개발)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.1-16
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    • 2022
  • The current AI technology has been developing rapidly enough to realize or even exceed the level of abilities that only humans had in the past. In the near future, it is predicted that humans and AI will influence each other as members of the metaverse society. Therefore, this study emphasizes the importance of empathy as a core competency for humans to pursue happiness while maintaining the dignity of humans in the era when AI and humans will coexist in the metaverse. In this study, 'Digital Human Empathy Index (DHEI)' is developed that reflects the social nature of computer-mediated communication in the metaverse As a result, DHEI consisted of a total of 7 factors, which are Perspective Taking, Self/Other Awareness, Contextual Understanding of Systemic Barriers, Impact Assessment, Solidarity, Being Peaceful, and Anthropomorphism. This study is expected to contribute to setting the direction of future education by suggesting a new measure of empathy.

Automatic Adaptation Based Metaverse Virtual Human Interaction (자동 적응 기반 메타버스 가상 휴먼 상호작용 기법)

  • Chung, Jin-Ho;Jo, Dongsik
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.2
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    • pp.101-106
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    • 2022
  • Recently, virtual human has been widely used in various fields such as education, training, information guide. In addition, it is expected to be applied to services that interact with remote users in metaverse. In this paper, we propose a novel method to make a virtual human' interaction to perceive the user's surroundings. We use the editing authoring tool to apply user's interaction for providing the virtual human's response. The virtual human can recognize users' situations based on fuzzy, present optimal response to users. With our interaction method by context awareness to address our paper, the virtual human can provide interaction suitable for the surrounding environment based on automatic adaptation.

Hybrid Learning-Based AI Education System Design Model (하이브리드 러닝 기반 AI 교육 시스템 구성)

  • Hong, Misun;Bae, JinAh;Park, Jung-Hwan;Cho, Jungwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.188-190
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    • 2022
  • We propose how to configure the AI education system based on the purpose of hybrid learning and the teaching-learning principle. Based on the four components of hybrid learning, we have designed the system conceptual diagram and DB configuration diagram for on-line and offline learning environments for effective AI education. The proposed AI education system model in this paper is expected to be a foundation for maximizing the effectiveness of AI education according to the level and needs of learners and building a more effective learner-centered learning environment in cultivating computational thinking in AI education.

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