• Title/Summary/Keyword: 세컨드라이프

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A Molecular Modeling Education System based on Collaborative Virtual Reality (협업 가상현실 기반의 분자모델링 교육 시스템)

  • Kim, Jung-Ho;Lee, Jun;Kim, Hyung-Seok;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.35-39
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    • 2008
  • A computer supported collaborative system provides with a shared virtual workspace over the Internet where its remote users cooperate in order to achieve their goals by overcoming problems caused by distance and time. VRMMS (Virtual Reality Molecular Modeling System) [1] is a VR based collaborative system where biologists can remotely participate in and exercise molecular modeling tasks such as viewing three dimensional structures of molecular models, confirming results of molecular simulations and providing with feedbacks for the next simulations. Biologists can utilize VRMMS in executing molecular simulations. However, first-time users and beginners need to spend some time for studying and practicing in order to skillfully manipulate molecular models and the system. The best way to resolve the problem is to have a face-to-face session of teaching and learning VRMMS. However, it is not practically recommended in the sense that the users are remotely located. It follows that the learning time could last longer than desired. In this paper, we propose to use Second Life [2] combining with VRMMS for removing the problem. It can be used in building a shared workplace over the Internet where molecular simulations using VRMMS can be exercised, taught, learned and practiced. Through the web, users can collaborate with each other using VRMMS. Their avatars and tools of molecular simulations can be remotely utilized in order to provide with senses of 'being there' to the remote users. The users can discuss, teach and learn over the Internet. The shared workspaces for discussion and education are designed and implemented in Second Life. Since the activities in Second Life and VRMMS are designed to realistic, the system is expected to help users in improving their learning and experimental performances.

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Effects of Collaborative Learning in a Virtual Environment on Students' Academic Achievement and Satisfaction (가상 학습 공간에서의 협력 학습이 학업 성취도 및 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This experimental study was to examine the impact of collaborative learning in a virtual environment on students' learning outcomes and satisfaction. The collaborative virtual learning environment was created for a Korean history class for high school students. A total of 119 participants were recruited and were randomly assigned to either "collaborative group" or an "individual group." Students' academic achievements and satisfaction were collected as measurement tools to examine the effect of collaborative learning in the virtual learning environment and collected data were tested by independent sample t. The results showed that participation in collaborative groups had a significant positive effect on academic achievement and satisfaction than individual groups.

Design and Application of a Virtual Reality based Teaching Model for Field Based Learning Activities (현장체험학습을 위한 가상학습 기반 수업모형의 설계 및 적용)

  • Kim, Da Jeong;Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.133-142
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    • 2014
  • South korea's education system recently expands discretion activity classes for raising self-leading learning ability based on autonomy and creativity, and also recommends students to perform diverse field trips in order to learn the contents which can be obtained only from field learning. However most schools come hard to go on a field trip because they face many difficulties such as lack of time, expense, weather, and safety. In this paper, in order to get over these difficulties we design a teaching model for field based learning activities using a virtual reality tool. And using the developed virtual reality tool, we taught 4th grade students of an elementary school located in Seoul. As a result, most of students were engaged and interested in the class and improved their academic achievement during one semester.

Influence of Interfaces on Novice Users' Performance in Social Virtual Worlds (사회적 가상세계에서 인터페이스가 초보사용자들의 성과에 미치는 영향)

  • Jung, Yoonhyuk;Ju, Boryung;Zach, Lisl
    • Journal of the Korean Society for information Management
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    • v.29 no.4
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    • pp.7-23
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    • 2012
  • This paper explores how interface environments have an influence on novice users' performance in social virtual worlds (SVWs), which are emerging user-centric three-dimensional cyberspaces. Despite their early popularity, SVWs have experienced that numerous new users leave the cyberspaces soon before they become long-term users. One possible reason is that unfamiliar interfaces of SVWs can be a barrier to novice users' adaptation of the technology. To understand a role of interfaces in the users' assimilation of SVWs, we examine an impact of three interface factors (presence, affordance, and feedback) on performance which is regarded as a yardstick for users' adaptation of SVWs. Forty participants were recruited and went through one-hour experimental sessions with seven tasks in Second Life; they were also asked to answer a questionnaire. Findings indicate that while affordance and feedback are significant factors influencing novice users' performance, presence has no impact on their performance.

The Effect of Performing Leader's Role on Academic Achievement and Satisfaction in Small Group Collaborative Learning in Virtual Reality (가상현실을 활용한 소집단 협력학습에서 팀 구성원으로서의 역할 수행이 학업성취도와 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.67-76
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    • 2017
  • To conduct research using small group learning with advanced technology in school, small group collaborative learning was conducted in virtual reality called Second Life for high school history class to verify the effects of the role of group members (leader, group member) in collaborative learning activities in this study. Two classes of the second grade of high school were selected randomly and 20 groups were also randomly assigned, and each group was consisted of three members (1 leader and two group members). Academic achievement and satisfaction with academic activities were used to verify the effect of the role as measurement tools, and collected quantitative data were tested by independent sample t. As a result, it was found that performing the role of leader in collaborative learning activities in virtual reality was effective in promoting enhancing students' academic achievement and increasing satisfaction level. Lastly, utilization and improvement of small group collaborative learning using virtual reality in the field of education were discussed.

A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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Design and Development Study of a Trust-based Decentralized User Authentication System with Enhanced Data Preprocessing Functionality in a Metaverse Environment (메타버스 환경에서 Data Preprocessing 기능을 개선한 Trust-based Decentralized User Authentication 시스템 설계 및 개발 연구)

  • Suwan Park;Sangmin Lee;Kyoungjin Kim
    • Convergence Security Journal
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    • v.23 no.4
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    • pp.3-15
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    • 2023
  • As remote services and remote work become commonplace, the use of the Metaverse has grown. This allows transactions like real estate and finance in virtual Second Life. However, conducting economic activities in the Metaverse presents unique security challenges compared to the physical world and conventional cyberspace. To address these, the paper proposes solutions centered on authentication and privacy. It suggests improving data preprocessing based on Metaverse data's uniqueness and introduces a new authentication service using NFTs while adhering to W3C's DID framework. The system is implemented using Hyperledger Indy blockchain, and its success is confirmed through implementation analysis.

Empirical study of impression formation factors in 3D cyber space : Analysis focused on Second Life (3D 가상공간에서의 인상 형성에 관한 실증적 연구 : 세컨드 라이프를 중심으로 인상 형성 요인 분석)

  • Kim, Hee-Sun;Lee, Jae-Hee;Jang, Su-Jin;Park, Su-E
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.513-520
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    • 2008
  • Today, 3D cyber space with advancements of Web 3D technique is changing into a social space. As such, the users want to make social relationships, the impression that one leaves in 3D cyber space has become more important. This study will be confirm a relationship between interpersonal relations and impression and show some impression formation factors in 3D cyber space. As this study analyzes the characteristic elements of 3D cyber space which are differentiated with other platform, it has theoretical value to support theory about personal relationship in3D cyber spaces. Then it will be a supporting theory for next study about intercultural and social phenomena in changeable 3D cyber space as advancement of technique. We will find out the causal relationship between impression dimensions and formative factors in next study.

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A study on prospects of new digital contents service based on Web 2.0 (웹 2.0 환경의 새로운 디지털 콘텐츠 서비스 전망에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.452-459
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    • 2007
  • The Internet is encountering a new turning point owing to the raising Web 2.0. A user Just receives the information and service provided by a service provider in the existing web 2.0, but a user can create a new service for himself using an application program and data provided in web 2.0. The digital content market is producing a new service according to Web 2.0. The specific service among them is User Created Contents(UCC) and it is leading to the participation and interesting of user SecondLife also which is the type as Social Network Service(SNS) and VR, is placing as a new service type. This paper defines Web 2.0 environment and classifies as UCC, SNS and Virtual Reality(VR) and defines a variety services shown in new environment. It also analyzes shortcomings and then prospect a new type of service which will be shown in the future.