• Title/Summary/Keyword: 몰입경험

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Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study on the Factors Affecting the Usage Intention of the Technology Convergence Webtoon User (기술 융합형 웹툰 이용자의 이용의도에 영향을 미치는 요인들에 대한 연구)

  • Jang, Sung-Won;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.60-81
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    • 2020
  • This research was trying to examine through the technology acceptance model that is expanded in order to make an inquiry the factors having an effect on the acceptance intention of the technology fusion type webtoon user. The survey was carried out for the research for 114 questionnaire respondents where there is the technology fusion type webtoon utilization experience. After and hierarchical regression analysis was performed and the relationship was analyze between the factor. The total 13 hypotheses and one research problems were set and the study with was proceeded. Next, it is same if the results of study is summarized. Firstly, the interactivity and immersion, that is the subordinate factor of the Siljaegam, affected the static influence to the perceived usability. Secondly, with having the static influence an effect on the technology fusion type webtoon use intention the perceived usability was confirmed. Thirdly, the effeciency, Tendency of Conciseness, and consistency were the technology fusion type GUI standard extracted with the Ttamsaekjeok the result subfactor that it analize factor. Finally, with giving the meaningful influence to the perceived easiness the visual unrefined copper steam, that is the subordinate factor of the Siljaegam, was confirmed.

A study on the uniqueness of 's hyper-realistic animation style (영화 <아바타>가 보여주는 극사실적 애니메이션 스타일의 특이성 연구)

  • Lee, Youn-H.
    • Cartoon and Animation Studies
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    • s.20
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    • pp.47-61
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    • 2010
  • The Uncanny Valley is a hypothesis introduced by a roboticist, Masahiro Mori. The theory holds that as robots and other facsimiles of humans look and act more human-like, the emotional response from a human spectator to them will become increasingly empathic, until they approach realistic similarity to humans but not quite exactly like them, when those images stop being likable and instead become repulsive and "uncanny." Although the scientific validity of this hypothesis is still debatable, it is true that many spectators has tendency to reject hyper-realistic animation. For that reason, the great success of the recent movie Avatar is remarkable. Computer animations that try to represent humans in hyper-realistic way fall into a paradox: successful result images would look too mundane and unsuccessful ones look "wrong". On top of that, audience would expect from hyper-realistic animation to see same level of acting of live-action films, which is usually not the case. The subtle differences between digital characters and real actors irritate spectators and hinder them in absorbtion. The biggest difference between Avatar and other hyper-realistic animation is the referent of their representation. While Avatar pursues a similar hyper-realistic visual style, the referents of the representation shown in this movie are totally alien to us thus impossible to compare with the real counterparts. Unlike characters in other hyper-realistic animations who had to fight an uphill battle with great actors in real life, those in Avatar have criteria of their own. That is why this movie can be free from the dreadful valley and let the audience absorb into the spectacle.

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A study about the convergent effects of team interaction and team metacognition affecting a continuous participation in learning community of university (팀상호작용과 팀메타인지가 대학생 학습공동체 지속참여에 미치는 융복합적 영향)

  • Roh, Hye-Lan;Choi, Mi-Na
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.69-78
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    • 2016
  • The purpose of this study is to analyze convergent effects of team interaction and team metacognition of participants on a continuous participation in the university learning community. We developed 19 items of team interaction and 17 items of team metacognition through literature review. The subjects were 113 students who participated in learning community in A university. The results are as follows. First, team interaction level and team metacognition level can affect a continuous participation in learning community. The higher team interaction is and the lower team metacognition is, the higher continuous participation is. Second, among team interaction factors that affect a continuous participation in learning community, the more number of learning is and the more encouragement of one another is, the higher continuous participation is. But the less participation of members is, the less flow to learning is, and the less learning time is, the lower a continuous participation is. Third, among team metacognition factors that affect a continuous participation in learning community, the more number of learning is, the higher continuous participation is. But the more use of various learning tools is and the more learning time is, the lower continuous participation is. Based on these results, the convergent ways of support for continuous participation in the university learning community are as follows. First, supporting system is needed to induce students to experience the positive atmosphere of learning community by increasing number of learning to facilitate team interaction and urging them to encourage one another. Second, providing the effective utilization method is necessary for students to fully acknowledge the necessity and value of team metacognition activity.

A Study on Consumer Preference and Willingness to Pay for UWV Panoramic Video (UWV 파노라마 영상에 대한 소비자 선호 및 비용지불의사 연구)

  • Park, Sunny;Lee, Jin-Myong;Rha, Jong-Youn;Cho, EunSun;Koo, Hye-Gyoung;Cho, YongJu;Seo, Jung-Il
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.135-146
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    • 2018
  • This study aims to investigate the consumers' preference and willingness to pay for UWV panoramic video, which is a new realistic video technology, and propose the issues to be considered for developing and commercializing this technology in accordance with the needs of consumers. For this purpose, experimental study was conducted by constructing two environments; watching TV at home and watching panoramic video on the big screen. As a result, consumers in both experimental environments were more likely to prefer UWV than UHD, which is the existing video ratio. Consumers also showed intend to use UWV and are willing to pay for it. As a result of exploring the consumers' maximum amount of money to pay for the UWV and the reasons for it, the perception of immersion, liveliness, and actual experience of UWV were important factors for consumer acceptance of new realistic video technology.

A Study on the Effectiveness of the Image Recognition Technique of Augmented Reality Contents (증강현실 콘텐츠의 이미지 인식 기법 효과성 연구)

  • Suh, Dong-Hee
    • Cartoon and Animation Studies
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    • s.41
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    • pp.337-356
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    • 2015
  • Recently augmented reality contents are variously used in public such as advertisements or exhibits as well as children's books. Therefore, it is certain that the market, development of augmented reality contents, is gradually growing. Those who are the producer of augmented reality may be familiar with the skill where those images are used as a marker which is created by image recognition technique. In case of using image recognition technique, they usually use the augmented reality marker platform from Qualcomm since it is able to recognize self-produced images and 3-dimensional figures at no cost. This study was started when undergraduate students began to use those general techniques in their contents producing process. AR majoring students in Namseoul University applied image recognition technique to 3 AR contents exhibited in Sejong Center. Creating 3 different images, they have registered images at Image Target Manager provided by Vuforia to use as a marker. Moreover, they have modified the image producing method to raise the recognition rate by research. The higher recognition rate brings the more stable use of augmented reality contents. To achieve the satisfied rate, they have compared the elements of color contrast, pattern and etc. in the use of platform. Thus, the effective image creation method has been drawn. This study is aiming to suggest the production of stable contents by recognizing smart devices' limitation and producing educational contents. The purpose of this study is to help practically augmented reality contents developers by illustrating the application of augmented reality contents which are based on image recognition technique and also its effectiveness at the same time.

Career Development of Korean Science-Gifted Students from Elementary Through High School Years (과학고등학교 학생들의 초등학교부터 고등학교까지의 진로발달 과정)

  • Lee, Ki-Soon;Choi, Kyung-Hee;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.31 no.1
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    • pp.48-60
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    • 2011
  • The study aimed to thoroughly observe the process of science-gifted students' career development from elementary to high school in Korea. Eighteen science high school students participated in this study. Data source was retrospective interviews with individuals. Results indicated that the inner factors influencing their career development included 'interest in science' and 'desire for deep understanding of science,' and 'ambition for taking a lead in society by means of science.' The outer factors included 'dissatisfaction with regular schooling,' 'social atmosphere to prefer special purpose high schools,' and 'in-depth educational programs beyond high school levels with brilliant peers.' These inner and outer factors have reacted upon each other in their career development. The implications for proper career development were discussed on the basis of the results.

Online Consumer's Shopping Value for Word-of-Mouth Behavior: Moderating Effect of Personality (소비자 쇼핑가치가 웹사이트 구전행위에 미치는 영향: 인성의 조절효과를 중심으로)

  • Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.588-590
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    • 2013
  • This study aims to explore and understand better how consumers' value orientation relates to consumer's intention to use and Word-of-Mouth behaviors in using Web sites. Consumers have perceptions of the shopping value they acquire during their experiences in navigating Web sites. This consumer's shopping value is considered as utilitarian shopping value, information shopping value, and hedonic shopping value. The current paper proposes that value orientation of consumers in Web sites would consequently affect consumer attitude such as intention to use and Word-of-Mouth. In addition, the research investigates the moderating effect of consumer's personality between consumer's shopping value and consumers' attitude in Web sites. For testing the hypothesized research model, survey and Lisrel analysis are conducted. The findings emphasize that online providers need to focus on the perceived values most salient to consumers in order to improve their profitability. Furthermore, providers may also identify the reason why consumers perceive these values much lower when using the Web sites.

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Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of (3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로)

  • Park, Kyung Mi;Yang, Jong Hoon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.259-280
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    • 2014
  • Animation is showing the highest record in entertainment around the world and writing the history of 3D animation again. The image contents effect thanks to the proper introduction of the state-of-art digital technology, which is one of the causes of the outstanding entertainment and the factual reproduction of the images, provided an opportunity to transmit the meaning of image aesthetics, which is a virtual reality and image reproduction through the reality realization of photo medium, and to reinterpret the boundary of virtual reality. Especially, the development of digital contents technology due to scientific technologies demolishes the boundary of virtual reality and reality and creates the effect of making viewers be absorbed by realizing the virtual reality by means of 3D reality images which highlight the special characteristic of photos. The aspect of the contents technology and image aesthetics which can be interpreted in a view point beyond the existing concept of reality is found in the aura theory of Benjamin and in the Simulacres of Baudrillard. The 3D image by photo-reality herein presents various suggestions in the aspect of real existence of spatial expression, the meaning creation process of reality, the existence value of virtual images.