• Title/Summary/Keyword: 시뮬레이션-체험모델

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A Study on job experience using virtual worlds (가상세계를 이용한 직업체험 구축모델에 관한 연구)

  • Kim, Seung-Han;Kim, Sung-Dong;Park, Woo-Chool;Seo, Hae-Moon;Lee, Jin-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1194-1197
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    • 2012
  • 본 논문에서는 가상세계를 이용한 직업체험 콘텐츠를 통해 사용자가 직업에 대한 이해와 관련 업무의 지식 및 프로세스의 습득, 작성 및 흥미도 검사 등 직업에 대한 전반적인 정보 제공 및 시뮬레이션을 통한 학습의 몰입감 실제감 있는 교육 환경으로 기능적 목적 충족은 물론 재미적 요소를 가미하여 더욱 흥미있고 효과적인 직업체험을 할 수 있도록 콘텐츠를 구축하였다. 본 논문에서는 영어를 주로 사용하는 직업을 선정하여 직업 수행을 주제로 역할놀이(Role play)를 통해 직업 체험을 이용할 수 있도록 영어 강사 직업 체험 콘텐츠, 공항직원/승무원 직업 체험콘텐츠, 레스토랑 종업원 직업 체험 콘텐츠, 호텔 종업원 직업 체험 콘텐츠로 총 4개의 콘텐츠 서비스를 구성하였다.

A Prototype of Operation Room Simulation in $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스뎀을 이용한 수술실 시뮬레이션 프로토타입)

  • 박성원;김명희
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.06a
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    • pp.19-22
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    • 2003
  • 가상현실을 응용한 의료 시뮬레이션은 가상의 3차원 인체모델을 대상으로 위험부담 없이 정확하고 반복적인 훈련 및 교육을 할 수 있는 환경을 제공하기 때문에 의료 시뮬레이션 분야에 도입되어 효과적으로 활용될 수 있다. 본 논문에서는, 사용자와의 상호작용이 가능하고, 기존의 데스크탑 기반 모니터와 테이블 형태의 가상환경 보다 몰입된 가상공간을 체험할 수 있도록 해주는 CAVE$^{TM}$-like 시스템에서의 수술실 환경 프로토타입을 구현하였다. 이를 위하여, 인체의 주요 장기와 뼈를 삼차원 모델로 생성하고, 이 삼차원 모델과 동시에 이에 대한 이차원 단면 영상과 각각의 명칭 및 구조를 설명하는 해부도를 제공하도록 하였다. 또한 실제 수술실과 유사한 환경을 제공해 줌으로써 몰입감을 향상시킨다. 이에 덧붙여 VRML의 센서와 자바 스크립트를 사용하여 인터렉션을 제공하며 보다 현실감 있는 환경을 제공한다

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대학생 창업교육 수업유형에 따른 창업의지 영향요인 조절효과에 관한 연구

  • Gwon, Gi-In;HwangBo, Yun
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.71-75
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    • 2018
  • 최근 대학교 내 창업친화적 학사제도의 활성화 등의 정책적 노력과 지원에 따라 다양한 형태의 창업교과목 신설 및 운영이 이뤄지고 있다. 일반적인 정보전달 위주의 창업교육보다 실제 창업가에게 요구되는 다양한 역량과 문제해결 능력 등을 체득할 수 있는 체험형 창업강좌가 교육의 효과에 더 긍정적인 역할을 하고 있음은 여러 연구에서 밝혀진 바 있다. 창업교육의 대표적 학자인 Michael H. Morris(2014)에 의하면 창업교육은 학생들의 역량 개발을 기준으로 설계되고 평가되어야 하며, 기업가에게 필요한 역량 강화를 위해서는 모의 창업 시뮬레이션을 포함한 다양한 과제, 협업활동, 체험학습 요소 등을 접목시킨 몰입적 참여형 체험학습으로 커리큘럼을 구성해야만 기업가적 역량을 향상시킬 수 있다고 제시하였다. 본 연구는 대학교 내 창업교육 유형을 실전형, 혼합형, 특강형으로 구분하여 창업교육 수업유형에 따른 창업의지 영향요인인 교육 만족도, 자기효능감, 기회인식, 창의성의 차이를 비교 분석하였다. 아울러 창업교육의 수업유형이 교육 수강 후 창업의지 영향요인과 창업의지에 미치는 조절효과에 대해 실증분석을 실시하였다. 본 연구결과는 창업교육이 지향해야 체험중심의 창업교육 표준모델의 제안하고, 창업교육 효과에 대한 연구 확산에 기여할 수 있을 것이다.

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Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.

A Study on the Development of User Centered Smart City Experience Scenario - Using Local Spatial Information and the Persona Model (스마트시티 사용자 체험 시나리오 도출 연구 지역공간정보 및 페르소나 모델을 활용하여)

  • Kim, So-Yeon;An, Se-Yun
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.333-341
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    • 2018
  • Recently, there has been a growing interest in user-centered smart city services. This study examines the spatial information type to derive a smart city service scenario through space - based communication and aims to establish a direction for user - centered experience factor scenario. The results of this study are meaningful for presenting basic data to suggest a space scenario where citizens can experience smart city as walking map and experience route applicable to future smart city test bed. In particular, we simulated the walking scenarios in the smart city test bed through Walking Map, which is tested the service direction based on user requirements. Through this study, we confirmed that smart city service through existing infrastructure can be used multipurpose. The spatial information and the experience factor linkage model and the walking map through the persona model presented in this study can be utilized as a preliminary scenario applicable to the future smart city test bed.

Evaluation of Virtual Reality Simulation of Dental Caries through Student Questionnaire (학생 설문을 통한 가상현실 치아우식 시뮬레이션의 평가)

  • Kim, Byunggee;Ryu, Jeeheon;Kim, Jaehwan;Kim, Seonmi;Choi, Namki
    • Journal of the korean academy of Pediatric Dentistry
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    • v.47 no.3
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    • pp.293-302
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    • 2020
  • The purpose of this study was to evaluate the applicability of virtual reality simulation after experience of dental caries diagnosis for dental students before exposing to clinical pediatric practice. A pediatric patient model of a five-year-old child with primary dentition was developed and a caries model that is amenable to VR(virtual reality) diagnosis was organized and set-up. The dental student's were allowed to use the simulated model for fifteen minutes and their experiences were evaluated using a self-reported questionnaire to evaluate presence and usability of this application. Overall, virtual presence and appearance area of the simulation were highly scored. The result indicates that the VR model has no significant difference from the actual clinical caries regardless of grade of students, gender and VR experience. If the prototype is continuously advanced, its applicability in dental education will increase.

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 Effect of Smart Safety and Health Activities on Workers' Intended Behavior (스마트 안전보건활동이 근로자의 의도된 행동에 미치는 영향)

  • Choonhwan Cho
    • Journal of the Society of Disaster Information
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    • v.19 no.3
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    • pp.519-531
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    • 2023
  • With the aim of preventing safety accidents at construction sites, the company aims to create safe behaviors intended through variables called smart safety and health activities to help reduce industrial accidents. Purpose: It analyzes how smart safety and health activities affect accidents caused by unsafe behavior and changes in worker behavior, which is the root cause, and verifies the hypothesis that it helps prevent safety accidents and protect workers' lives. Method: Smart safety and health activities were selected as independent variables (X), and intended safety and anxiety, which are workers' behavioral intentions, were set as dependent variables (Y), attitude and subjective norms, and planned behavioral control as parameters (M). Exploratory factor analysis, discriminant validity analysis, and intensive validity analysis of safety and health activities were used to analyze the scale's reliability and validity. To verify the hypothesis of behavior change, the study was verified through Bayesian model analysis and MC simulation's probability density distribution. Result: It was found that workers who experienced smart safety and health activities at construction sites had the highest analysis of reducing unstable behavior and performing intended safety behavior. The research hypothesis that this will affect changes in worker behavior has been proven, the correlation between variables has been verified in the structural equation and path analysis of the research analysis, and it has been confirmed that smart safety and health activities can control and reduce worker instability. Conclusion: Smart safety and health activities are a very important item to prevent accidents and change workers' behavior at construction sites.

Simulation and Post-representation: a study of Algorithmic Art (시뮬라시옹과 포스트-재현 - 알고리즘 아트를 중심으로)

  • Lee, Soojin
    • 기호학연구
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    • no.56
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    • pp.45-70
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    • 2018
  • Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.

Minimum-Cost Path Finding Algorithm in Real-Time For Computer Generated Force (실시간성을 고려한 가상군 최소비용 길 찾기 알고리즘)

  • Han, Chang-Hee;Min, Young-Hye;Park, Sang-Hyuk;Kim, Jai-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.17-25
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    • 2011
  • At the computer games, we can experience a variety of environments using a virtual object. It is similar to that be trained in War-game simulator of the defense. Actual soldiers and a computer-generated virtual group(Computer Generated Force: CGF) in 3-D virtual battlefield environment are training. However, path finding algorithm, one of the techniques of simulation models, to the current level only considers the shortest time path. So, this current level at the special situation of the army in the battlefield for selecting the optimal path is limited. The focus of this paper is to select the least-cost path using the deadline with several different mission conditions(METT+TC). For the only shortest time path algorithm and the least-cost path algorithm using dealine,($d_t$, one of METT+TC elements), Its usefulness is verifying the change of the move spent time(t) for all possible paths and the fighting power of the combat troops(Troops ability, a) through a comparison of the total cost of moves(c(t)). According to the results, when considering the deadline, the proposed algorithm saves about 62.5% of the maximum cost.