• Title/Summary/Keyword: 몰입자

Search Result 716, Processing Time 0.025 seconds

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
    • /
    • v.16 no.1
    • /
    • pp.21-27
    • /
    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1009-1014
    • /
    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

  • PDF

Factors influencing the other behaviors taken by Nursing student during online lectures (온라인 수업에 참여한 간호대학생의 딴짓에 영향을 미치는 요인)

  • Choi, Eun-Young;Yun, Ji-Yeong;Park, Shin-Young
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.9
    • /
    • pp.433-441
    • /
    • 2020
  • This study was conducted to identify the factors that influence the other behaviors taken by nursing students during online lectures. The study subjects were 304 nursing students in three universities. Data were collected between April 20 and 30, 2020, using by completing structured self report questionnaires. Data were analyzed using T-test, ANOVA, Pearson's correlation coefficient, and multiple regression using SPSS 26.0 program. In correlation analysis, significant negative correlations were found between other behaviors, interest(r=-17, p<.01), understanding(r=-19, p<.01), needs(r=-12, p<.05), learning motivation(r=-12, p<.05), self-regulation efficacy(r=-11, p<.05), learning confidence(r=-14, p<.05), lecture satisfaction(r=-22, p<.01), lecture flow(r=-24, p<.01). In the multiple regression analysis, learning confidence, prefer to discuss & present (β=.19), lecture flow(β=-.15), lecture satisfaction(β=-.15) were statistically significant factors that explained 10.6% of variance of other behaviors taken by nursing students during online lectures. Thus, we suggest to develop that teaching methods and programs to reduce other behaviors taken by nursing students during online lectures.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.5
    • /
    • pp.139-145
    • /
    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

An Empirical Study on the Effect of the Corporate Social Responsibility by Port Operation Organization on the Brand Asset, Reputation and Relationship Performance Perceived by Interested Parties (항만운영주체의 사회적 책임활동이 이해관계자가 지각한 브랜드자산과 평판, 관계성과에 미치는 영향에 관한 실증연구)

  • Seon, Hwa;Kim, Hyun-Deok
    • Journal of Korea Port Economic Association
    • /
    • v.38 no.1
    • /
    • pp.49-71
    • /
    • 2022
  • The purpose of this paper is to study the effect of the corporate social responsibility by port operation organization on the brand asset, reputation and relationship performance perceived by interested parties. To achieve such a purpose, literature survey on various research papers and thesis, research report is carried out and also reliability analysis, validity test and multiple regression analysis using SPSS 18.0 are used. To verify a established research model for empirical analysis and hypotheses, questionnaires are distributed to the port operation organization, terminal operators, shipping companies and NGO. Total 414 copies of questionnaires were collected and used in this analysis. The main results of the study are summarized as below. First, it was confirmed that social responsibility of the port operation organization are classified into three categories; economic, legal, and charitable and ethical responsibility. Second, economic responsibility has a positive impact on the brand awareness and reputation. Third, legal responsibility has a positive impact on the trust and commitment. Fourth, charitable and ethical responsibility has a positive impact on brand image and awareness, reputation, trust and commitment. Further additional empirical research can be extended by distributing more questionnaires including several port operation organizations in Busan and Incheon.

A Study on Method to Activate the Operation of a Fire Safety Experience Center Based on Virtual Reality (가상현실 기반 소방안전체험관 운영 활성화 방안 연구)

  • Young Sook Kim;Kwangsu Moon
    • Journal of the Society of Disaster Information
    • /
    • v.18 no.4
    • /
    • pp.713-728
    • /
    • 2022
  • Purpose: This study examined the effect of VR safety education content quality on behavioral intention and collect operational opinions through interview. Method: Based on the survey data of 93 former and current officers, the hypothesis was verified. In addition, 15 fire safety experience centers were visited to conduct interview. Result: For the quality of VR safety education contents, immersion and convenience had a significant effect on usage satisfaction, recommendation intention, and field application intention. In addition, convenience and aesthetic experience had a significant effect on the educational effect, but immersion and diversity did not significant. In the interview, they suggested that VR education has high user satisfaction and good educational effects. The quality of content(particularly immersion and convenience) is an important factor in VR education. In the long-term persepective, it is necessary to prepare a standard teaching plan for each disaster, in addition, manpower, expertise, maintenance problems, and etc. Conclusion: Through these results, it was confirmed that VR experience content quality affects behavioral intention and educational effect and that efforts and investments to improve content quality are needed to enhance the effectiveness of VR experience education. And the contents derived from the interview will be helpful in the operation of an effective fire safety experience center.

A study on the relationship between the organizational culture, generational conflict, and organizational commitment of Hotel companies : Focusing on M Generation and Z Generation Differences (호텔기업의 조직문화와 세대 갈등, 조직몰입 간의 관계에 대한 연구 : M세대, Z세대 차이를 중심으로)

  • Kim Myeongyong;Sim Juree;Kang Jungkoo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.643-650
    • /
    • 2024
  • Currently, South Korea is grappling with a paradoxical situation characterized by simultaneous labor shortages and job shortages. Within this context, retirees are citing conflicts with supervisors/colleagues and dissatisfaction with organizational culture as the primary reasons for their departure, with these issues disproportionately affecting the MZ generation. In response, scholars have conducted preliminary studies to understand the relationships between organizational culture and other variables specifically concerning the MZ generation. However, most of these studies are based on a unified theory of the MZ generation, failing to satisfy the practical demands for distinguishing between Generations M and Z. Therefore, this research aims to explore the differences in variable relationships between these two groups within the hospitality industry. Surveys were conducted among 170 individuals from Generation M and 110 from Generation Z, and the data were analyzed using AMOS structural equation modeling. The analysis confirmed that both hierarchical culture and generational conflict significantly define relationships across all generations, with generational conflict adversely affecting organizational commitment. Additionally, while a relationship-oriented culture negatively impacts generational conflict for Generation M, no such effect was observed for Generation Z. This study successfully identifies the differential impacts between Generation M and Generation Z.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
    • /
    • v.50 no.4
    • /
    • pp.429-467
    • /
    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.44 no.2 s.314
    • /
    • pp.37-46
    • /
    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

The Effects of Belly Button Healing on EEG Activity in high school students (배꼽힐링(Belly Button Healing) 프로그램이 고등학생의 뇌파 활성도에 미치는 영향)

  • Shin, Jae-Han;Kang, Hojung;An, Seung Chan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.2
    • /
    • pp.374-382
    • /
    • 2017
  • The aim of this study was to evaluate the effectiveness of belly button healing by measuring the EEG activity after developing and applying belly button healing to high school students. This study was conducted on 19 high school students (8 boys and 11 girls). The students who participated in this study underwent belly button healing for about 5 minutes twice per daily (morning and evening) for 2 weeks. In this experiment, an electroencephalogram (EEG) of the subject was measured in a state of arousal and steady state and the change in EEG was observed during the stroop task. Subsequently, belly button healing was performed for about 5 minutes with a one minute break and the same procedure was then repeated. As a result of the study, the reduction of the M-Beta wave, H-Beta wave and Gamma wave was lower compared to the arousal state due to the navel healing program. The reduction of the Alpha wave and SMR wave also was decreased compared to the steady state by the navel healing program. This suggests that belly button healing has improved the concentration, immersion, and psychological stability of the subjects in stress situations. This is consistent with the participants' interviews after the research. The conclusions of this study are as follows. First, because belly button healing is effective in relieving stress in high school students, such a program will be needed for students who are experiencing academic stress. Second, because belly button healing can help increase high school students' concentration, it is recommended to implement belly button healing before addressing certain complex or difficult tasks.