• 제목/요약/키워드: 비대면 문화

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Extracting Features for Developing Guideline a Game-type Metaverse Centered on Entertainment (오락 위주의 게임형 메타버스 개발 가이드라인 요소 도출)

  • Lee, Min-Ho;Shin, Jeong-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1500-1508
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    • 2022
  • As non-face-to-face culture melts into people's daily lives due to the COVID-19 pandemic, interest in the metaverse has also increased significantly. There are several types of metaverse depending on the purpose of applications. With this recent explosive interest in the metaverse platform and demanding applications on it, there have been various contents for metaverse in progress in industries. However, developing such contents has many real problems since there is no valuable guidelines for metaverse contents development in industry. In this study, we aim to propose a development guideline that developers can refer to for game-type metaverse content by comparative analysis of existing contents among various metaverse types. In the development guideline, we derive common characteristic components of representative features for game-type metaverse platforms and give explanations on developing strategies. Such proposed development guidelines are verified by game-type metaverse field experts by survey.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Understanding the Categories and Characteristics of Depressive Moods in Chatbot Data (챗봇 데이터에 나타난 우울 담론의 범주와 특성의 이해)

  • Chin, HyoJin;Jung, Chani;Baek, Gumhee;Cha, Chiyoung;Choi, Jeonghoi;Cha, Meeyoung
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.381-390
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    • 2022
  • Influenced by a culture that prefers non-face-to-face activity during the COVID-19 pandemic, chatbot usage is accelerating. Chatbots have been used for various purposes, not only for customer service in businesses and social conversations for fun but also for mental health. Chatbots are a platform where users can easily talk about their depressed moods because anonymity is guaranteed. However, most relevant research has been on social media data, especially Twitter data, and few studies have analyzed the commercially used chatbots data. In this study, we identified the characteristics of depressive discourse in user-chatbot interaction data by analyzing the chats, including the word 'depress,' using the topic modeling algorithm and the text-mining technique. Moreover, we compared its characteristics with those of the depressive moods in the Twitter data. Finally, we draw several design guidelines and suggest avenues for future research based on the study findings.

An Analysis of Organizational System and Management on Small Sized Local Science Museum during the COVID-19 Situation (코로나19 시기에 지방 소규모 과학관의 조직 및 운영 현황 분석)

  • Shin Han;Han-Ho Jeong;Hyoungbum Kim;Yonggi-Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.1
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    • pp.133-142
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    • 2023
  • This study conducted qualitative research using Geochang Wolseong Space Creative Science Museum as a case study to investigate the organizational and operational status of small local science museums during the COVID-19 pandemic, as a basic study for the dissemination of scientific culture and public understanding of science. To analyze the situation of the science museum, an evaluation framework was developed, and information obtained through various communication channels and in-depth interviews with information commissioners of the museum were used for the study. As of 2020, when COVID-19 was at its peak, this science museum showed a clear decline in sales and visitor numbers compared to the previous year. Despite this situation, the museum was found to be using crisis management methods such as introducing unface-to-face programs, managing exhibits, and using various promotional media. However, the shortage of professional personnel, excessive workload of employees, and absence of differentiation from other science museums remain as challenges to be addressed in the future for sustainable earth science.

Proposal of a Hand Motion and Control Method Matching System for Interaction Optimized for Mixed Reality Control - Focusing on Meta Interface and Augmented Behavior (혼합현실 컨트롤에 최적화된 인터랙션을 위한 손 동작과 컨트롤 방식 Matching체계의 제안 - Augmented Behavior와 Meta Interface를 중심으로)

  • Lee, SaYa;Lee, EunJong
    • Smart Media Journal
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    • v.11 no.9
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    • pp.81-93
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    • 2022
  • In an era where non-face-to-face meetings become common, eXtended Reality(XR) is rapidly developing and filling areas that are not satisfied in online meetings based on existing photos/video method. In particular, general users are also able to easily access and use HMD-type mixed reality devices. However, the basic operations applied in HMD-type in Mixed Reality(MR) with hands as the main input tool do not have a standardized system, and each manufacturer operates in a separate response to each other's hand movements. Therefore, this study considered that a systematic hand motion matching system considering the usability and efficiency of operations performed in mixed reality was necessary, and conducted a study to clarify this. First, the basic operation performed in the MR environment and its attributes were investigated, and at the same time, the structure of the hand and the attributes of the possible hand movements were identified. Based on the identified properties, it is intended to present a system that can intuitively and efficiently match basic operation properties in the MR environment with subtle operation properties according to the structure/context of the hand.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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Finding ouf the Culture of University life of Students Specialized in Golf (골프 종목 체육특기자 학생들의 대학생활 문화 알아보기)

  • Kim, Dong-kee
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.5
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    • pp.652-665
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    • 2022
  • This study attempted to illustrate in-depth light on the process of experiencing the campus life of university life of students specialized in golf who are forming new exercise culture in a transitional state students based on the grounded approach. For this, it selected 10 athletic students as research participants majoring in golf in A University in Chungcheong-do and collected data through in-depth interviews. As for the data analysis, the coding paradigm was composed to derive concepts and clarify the relations between concepts according to the grounded theoretical analysis suggested by Strauss and Corbin (1990), and the research results are as follows: First, 117 concepts, 16 subcategories, and 10 upper categories were deducted in the open coding. Second, the causal conditions were categorized into "University Life of Contactless Classes," contextual elements into "Practical Exercise," and "Participation in Classes," and the central phenomenon was regarded as the "Meaning of University Life as a University Athletic Student (golf)." As a result of reviewing the process of exercise and study at the same time, the conditions of arbitration were summarized as "Relation Formation" and "Ability Improvement," and the action/interaction strategies were categorized as "Academic Research" and "Negative Thinking," and at last, the results were composed of "Looking Back at the Past University Life," "Identity," and "Future Design." Based on these research results, the model of doing exercise and study at the same time of the university athletic students (golf) was categorized by the grounded theoretical paradigm procedure, and the university athletic students (golf) continued their university life without rest as their exercise life was influenced positively by academic life, and in addition, policy implications for enhancing the competency of student athletes who can encompass both exercise and study were presented.

A Study on the Impact of Sense of Community on Public Delivery Applications Attitudes and Intentions to Use (지역공동체의식이 공공배달 앱 이용태도와 이용의도에 미치는 영향에 관한 연구)

  • Chung, Jibok
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.127-133
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    • 2022
  • In the wake of COVID-19, more consumers prefer non-face-to-face services and the explosion in the use of delivery apps is shaping a new delivery culture. Meanwhile, in order to solve social problems such as platform monopoly of private delivery apps and increased brokerage fees, many municipalities are launching public delivery apps from 2020 onwards. However, consumers who are used for the existing private delivery apps are not aware of the public delivery apps and the utilization rate is low. In this study, we will look at the impact of sense of community and service quality (information quality, delivery quality) on the intend to use public delivery apps. Studies have shown that SOC and information quality have a significant impact on the attitude of using public delivery apps, but not delivery quality. In addition, the attitude of using public delivery apps has been shown to have a mediating effect on the relationship between SOC, information quality and public delivery app use intentions respectively. Therefore, to activate the public delivery apps, it was found that it is necessary not only to promote, but also to improve user convenience, such as product search and user review inquiry to improve information quality, along with efforts to strengthen the sense of local community.

The MICE Participants' Importance & Performance Analysis on Smart Tourism Technology Attributes (스마트관광기술 속성에 대한 MICE 참가자의 중요도-실행도 분석)

  • Eun-Soo, Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.437-443
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    • 2023
  • We investigates MICE participants's evaluation on the application of smart tourism technology by comparing their importance and performance. Date were collected from MICE participants who had attended in hybrid MICE in recent five years, The three dimensions of smart tourism technology were event management, extension of contents, and community. We found that event management and community affected on overall satisfaction of MICE participants. The result of paired t-test revealed that there were significant differences in audience interaction, webinar, virtual showcase, communication by social hub, virtual marketplace, and matchmaking The importance-performance matrix also indicated that matchmaking, virtual marketplace, audience interaction, communication by social hub, and webinar were major weakness and should be improved in the future.

Factors of Influencing Empathic ability, Nunchi and Learning Flow on Clinical Competency in Nursing Students -Focusing on Online Clinical practice Students during the COVID-19 (간호대학생의 공감능력, 눈치, 학습몰입이 임상수행능력에 미치는 영향)

  • Kang, Seung-Ju;Shim, Chung-sin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.405-413
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    • 2021
  • The purpose of this study was to investigate empathic ability, Nunchi, learning flow and clinical competency, and to identify the influencing factors on clinical competency of nursing students. Method: There were 179 nursing students as participants in K city, who were surveyed between May 10 and May 14, 2021, using a self-report questionnaire. Data were analyzed by frequencies, t-test, ANOVA, Pearson's correlation, multiple regression using SPSS Win 21.0. Result: There was a positive correlation between empathic ability and Nunchi(r=.148, p=.048) and between learning flow and clinical competency(r=.605, p<.001). In the multiple regression, Academic achievement(𝛽=.129, p=.049), Age(𝛽=-.116, p=.014) and satisfaction of clinical practice(𝛽=-.242, p<.001) were associated with clinical competency. These factors accounted for 38.4% of the total variance in clinical competency. Therefore, to improve clinical competency of online nursing practice of nursing college students, it is necessary to develop a specific strategy to improve academic achievement and to develop various activities and programs to immerse students in satisfaction of online practice.