• Title/Summary/Keyword: 메타버스 콘텐츠

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Implementation of Joystick for Flight Simulator using WiFi Communication

  • Myeong-Chul Park;Sung-Ho Lee;Cha-Hun Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.111-118
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    • 2023
  • In this paper, we propose a WiFi-based joystick with an acceleration sensor and a vibration sensor that can be used in flight simulators and VR fields. The flight simulator is a technology belonging to the ICT and SW application field and provides a simulation environment that reproduces the aircraft environment. Existing flight simulator control devices are fixed to a specific device and the user's activity area is limited. In this paper, a 3D space manipulation device was implemented for the user's free use of space. In addition, the proposed control device is designed as a WiFi communication board and display that displays information and performs 3-axis sensing for accurate and sophisticated control compared to existing VR equipment controllers. And the applicability was confirmed by implementing a Unity-based virtual environment. As a result of the implementation device verification, it was confirmed that the control device operates normally through the communication interface, It was confirmed that the sensing values in the game and the sensing values measured on the implemented board matched each other. The results of this study can be used for VR and various metaverse related contents in addition to flight simulators.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

The development and effects of metaverse-based core nursing skill contents of vital signs measurements and subcutaneous injections for nursing students (간호학생을 위한 메타버스기반 활력징후측정과 피하주사 핵심간호술 콘텐츠 개발 및 효과 검증)

  • Ahn, Min Kweon
    • The Journal of Korean Academic Society of Nursing Education
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    • v.28 no.4
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    • pp.378-388
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    • 2022
  • Purpose: The purpose of this study was to evaluate the effects of Metaverse-based core nursing skill contents (CNSC) developed for undergraduate nursing students. Methods: A nonequivalent control group was sampled with a non-synchronized design. Seventy-two participants (experimental group 34, control group 38) were recruited from May to June 2022 in Gwangju metropolitan city. The CNSC consisted of scenarios of vital sign measurements, and subcutaneous injections (including blood sugar tests). The data were analyzed using SPSS version 25 for Windows. Results: At the completion of the CNSC, statistically differences were found between groups in knowledge of core nursing skills (t=6.20, p<.001), confidence in core nursing skills performance (t=5.71, p<.001), and clinical competency (t=3.32, p=.001). Conclusion: These results indicate that the CNSC developed for undergraduate nursing students is effective in improving knowledge of core nursing skills, confidence in core nursing skills performance, and clinical competency for nursing students.

Implementation of IoT Application using Geofencing Technology for Mountain Management (산악 관리를 위한 지오펜싱 기술을 이용한 IoT 응용 구현)

  • Hyeok-jun Kweon;Eun-Gyu An;Hoon Kim
    • Journal of Advanced Navigation Technology
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    • v.27 no.3
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    • pp.300-305
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    • 2023
  • In this paper, we confirmed that an efficient sensor network can be established at a low cost by applying Geofencing technology to a LoRa-based sensor network and verified its effectiveness in disaster management such as forest fires. We detected changes through GPS, gyro sensors, and combustion detection sensors, and defined the validity size of the Geofencing cell accurately. We proposed a LoRa Payload Frame Structure that has a flexible size according to the size of the sensor information.

A study on the advancement of makerspace as a digital transformation platform (디지털전환 플랫폼으로서의 메이커스페이스 고도화 방안연구)

  • Jung, Won-Joong;Choi, NakHyeok
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.599-608
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    • 2022
  • There has been criticism that the government-led makerspace did not reflect the actual demand of makers, so there was a limit to performance creation. In this regard, the study aims to diagnose the current status and problems of makerspace and to suggest the implication to respond to policy demand. To this end, we analyzed the current status of makerspace by utilizing the government documents. Then, we conducted a survey of SMEs related to ICT devices that experienced makerspace, and analyzed their opinions on D·N·A technology demand, management difficulties, and governments' support policies. As results, the study proposed several improvement measures to upgrade makerspace as a digital conversion platform as follows. First, due to the nature of the existing industry for introducing D·N·A technology, there is a limit for companies to enter the market on their own, so comprehensive support from the government is needed. Second, it is necessary to establish and expand an empirical test bed for the development of new products and services so that various types of metaverse contents can be discovered and digital transformation convergence models of existing businesses can be derived. Third, by modifying the support method to operate the makerspace as a platform that implements the government-led start-up support policy, boldly transfer what the private sector can do well to the private sector. The participants of Industry·University·Institute Collaboration should freely share ideas and help the common problem be solved. Based on the problems and the findings for improvement, it is expected that the current makerspace would be upgraded to a digital conversion platform suitable for the demand of the field.