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A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

Study of Game Interactive Storytelling Design : Focusing on The Elder Scrolls 5 Skyrim (게임 인터랙티브 스토리텔링 설계에 관한 연구 : The Elder Scrolls 5 Skyrim을 중심으로)

  • Mo, Yu-Tao;Kim, Seok-Kyoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.17-28
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    • 2018
  • In recent years, Sandbox Games have become more and more popular in players, and The Elder Scrolls 5 Skyrim is the magnum opus of this type of game. However, the element of this game's attraction for players, which is why the game is fun to play is worth exploring in the territory of Game Design. In this paper, I will introduce the game The Elder Scrolls 5 Skyrim in detail, listing some of the game's storyline 、 Game Mechanics and analyze them. Researching the advantage and disadvantage viewed from the angle of Game Interactive Design. Finally by analyzing a large number of interactive storytelling cases in the game and the game experience brought to players, I get some universal principles in the game interactive storytelling design level. The research transforms the players' subjective intuition factor into a clear interactive storytelling design pattern, which aims to provide qualitative design criteria and framework for game interactive storytelling design. Then find a universal technique of Game Interactive Design, that is how to design a game interaction system for a sandbox game that will make the game attractive to players. And this may provide some guiding significance for the later Game Interactive Designing.

A Study on the Current Status Analysis of Reasonable Accommodations at Exhibition Facilities (전시시설의 정당한 편의 제공 실태에 관한 연구)

  • Lee, Kyoo Il;Kim, In Soon;Lee, Ki Jung;Lee, Tae Eun
    • 재활복지
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    • v.17 no.4
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    • pp.311-338
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    • 2013
  • The Act of Disability Discrimination and Rights Restriction was enacted in 2008 states that all services including cultural and artistic activities should be fair and easily accessible for disabled. The aim of this study was to determine how to improve the facilities and services for the disabled in exhibition facilities and provide complementary guidelines for amenities designed for people with disabled. The conclusions identified through this study are as follows: 1) It should be installed pedestrian safe passage so that visitors could access from the entrance of the ground to inside of the exhibition facility. 2) The floor of the exhibition hall should be installed not slip, and dangerous obstacles placed in the corridor should be removed. 3) It Should be considered that visually impaired and wheelchair users are use different facilities at toilet and elevator. 4) To guide the visually impaired and hearing impaired it should be prepared palpable map, braille signage, miniature and brochures. 5) Visually impaired and hearing impaired can experience the exhibits by using a variety of senses, therefore it may need to provide assistive devices and human services.

A Collision Simulation Study on the Structural Stability for a Programmable Drone (충돌 시뮬레이션을 통한 코딩 교육용 드론의 구조적 안정성 연구)

  • Kim, Myung-Il;Jung, Dae-Yong;Kim, Su-Min;Lee, Jin-Kyu;Choi, Mun-Hyun;Kim, Ho-Yoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.627-635
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    • 2019
  • A programmable drone is a drone developed not only to experience the basic principles of flight but also to control drones through Arduino-based programming. Due to the nature of the training drones, the main users are students who are inexperienced in controlling the drones, which often cause frequent collisions with external objects, resulting in high damage to the drones' frame. In this study, the structural stability of the drone was evaluated by means of a structural dynamics based collision simulation for educational drone frame. Collision simulations were performed on three cases according to the impact angle of $0^{\circ}$, $+15^{\circ}$ and $-15^{\circ}$, using an analytical model with approximately 240,000 tetrahedron elements. Using ANSYS LS-DYNA, which provides excellent functions for the simulation of the dynamic behavior of three-dimensional structures, the stress distribution and strain generated on the drone upper, the drone lower, and the ring assembly were analyzed when the drones collided against the wall at a rate of 4 m/s. Safety factors resulting from the equivalent stress and the yield strain were calculated in the range of 0.72 to 2.64 and 1.72 to 26.67, respectively. To ensure structural stability for areas where stress exceeds yield strain and ultimate strain according to material properties, the design reinforcement is presented.

The Evaluation of VR Applicable Work in Building Design Phase using IPA (IPA를 활용한 건축 설계단계 VR 적용가능업무 평가)

  • Lee, Dongyoun;Seo, Myoung Bae
    • Smart Media Journal
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    • v.9 no.4
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    • pp.152-161
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    • 2020
  • In the construction, VR(Virtual Reality) is simply used by users to implement and experience 3D modeling in virtual reality, such as safety, practical education, and promotion. The VR related research includes content development and visualization simulation such as disaster safety evacuation simulation and design education contents. Research on developing suitable VR and presenting directionality is insufficient, which is required in practice. Therefore, in this study, prior to the development of VR suitable for the construction, quantitative evaluation, and analysis based on the judgment of experts are performed. However, the research was conducted on the design stages, which are believed to have high needs and application effects of VR during the lifecycle of construction. There are nine tasks that can be applied to VR in the design stage, and these tasks were evaluated and analyzed using IPA(Importance Performance Analysis) by surveying the level of expectations, importance, and performance. As a result, it was evaluated and analyzed that VR and content development was necessary for the review of member interference and collaboration work for decision making among related stakeholders. The results of this study are expected to be used as basic data for the development of VR to be applied in the design stage to the future.

An Exploratory Study for the Application of Metaverse in Church Education (메타버스의 교회교육 적용을 위한 탐색적 연구)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.241-276
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    • 2022
  • Due to the 4th industrial revolution, which started with the Smart Revolution in the early 21st century, Hyper-Connectivity, Hyper-Convergence and Hyper-Intelligence of our society is accelerating. These changes induced formation of Metaverse as a fused new space that crosses the perimeter of the physical space and virtual(digital) spaces beyond time and place. The characteristics of Metaverse are continuously spread by engaging with the characteristics of the MZ generation, which collects both Millennial generation (M Generation) and Z Generation. With outburst of Covid-19 pandemic, a variety of attempts have been made to utilize Metaverse, even in church education when it was impossible to worship directly. In other words, the usefulness of the Metaverse was confirmed as a new community space of the education of the church. In addition, Metaverse may provide a substantial, experiential and evolving space for church education. However, in order for church education to further develop, the development in the method of education is also required to move beyond mere concept of space. In particular, when the learner-centered education method, one of the common characteristics of the Metaverse and MZ generation, it is thought that the church education in the Metaverse era will be able to go in a more evolving direction.

Social awareness of Arduino and artificial intelligence using big data analysis

  • Eun-Sang, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.189-199
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    • 2023
  • This study aimed to identify the development direction of Arduino-based boards relating to artificial intelligence based on social awareness identified using big data analytical methods. For the purpose, big data were extracted through the Textom website, focusing on keywords that included 'Arduino + artificial intelligence' and 'Arduino + AI', and these data were refined and analyzed using the Textom website and the UNICET program. In this study, big data analyses, including frequency analysis, TF-IDF analysis, Degree Centrality analysis, N-gram analysis, and CONCOR analysis, were performed. The analyses' results confirmed that keywords relating to education and coding education, keywords relating to making and experience based on Arduino, and keywords relating to programs were the main keywords used in Arduino- and artificial intelligence-related Internet documents, and clusters were formed based on these keywords confirmed. The social awareness of Arduino and artificial intelligence was evaluated, and the direction of board development was identified based on this social awareness. This study is meaningful in that it identified various factors of board development based on the general public's social awareness, which was evaluated using a big data analysis method. This study may serve as a point of reference for future researchers or developers wishing to understand user needs using big data analysis methods.

The Effect of Convergence Vision Therapy on VR Cybersickness (시지각 훈련이 사이버 멀미에 대한 융복합적 효과)

  • Cho, Hyung-Chel;Ro, Hyo-Lyun;Lee, HeeJae
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.55-65
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    • 2022
  • The purpose of this paper was to investigate the relationship between cybersickness symptoms and visual function and to determine whether visual perception training is effective in reducing symptoms of cybersickness. The study subjects were healthy adult males who experienced the same virtual reality program for 15 minutes. Afterwards, the VR satisfaction score and cybersickness level were measured and classified into a comfortable virtual reality program viewer group (CVR group, 20 people) and an uncomfortable virtual reality program viewer group (UVR group, 20 people). Visual function test was performed on all subjects, and the vision therapy training program was applied to the UVR group once a week for 40 minutes 12 times, and then the visual function and SSQ questionnaire were re-evaluated. Subjects with diplopia were 55% in the UVR group and 5% in the CVR group, which was significantly higher in the UVR group, there were differences in stereopsis, exophoria, near point convergence(p<.01) and vergence function(p<.001) between the two groups. After vision therapy, changes in SSQ, stereopsis, near point convergence, and vergence function of UVR user group were positively changed(p<.01). Therefore, cybersickness symptoms are related to visual function, it seems that the vision therapy can be used as a way to alleviate the symptoms of cybersickness.

Study On Online Platform For Personal Exhibition In Metaverse Emvironment (메타버스환경에서 온라인 개인 전시 방법 연구)

  • Park, Yu Mi;Shin, Choon Sung
    • Smart Media Journal
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    • v.11 no.6
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    • pp.37-50
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    • 2022
  • This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.