• Title/Summary/Keyword: 아바타

Search Result 493, Processing Time 0.025 seconds

Industrialization of Augmented Reality Contents : Focusing on the 21st Century's Films and Augmented Reality Arts (증강현실 콘텐츠의 산업화 : 21세기 영화와 증강현실 예술을 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.347-374
    • /
    • 2014
  • The aim of this article is to consider the future of industrialization of Augmented Reality contents focusing on cinematic imagination of films that used Augmented Reality techniques and artistic imagination of Augmented Reality Arts in the 21st century. The film showing future technology through cinematic imagination plays an role in the presentation of future vision important. Augmented Reality Arts show the big picture of future arts, future aspect of society, and future culture by using technically possible present technology. I classified the researched films according to Augmented Reality technique. It is expected that Gesture Recognition will develop with transparent display device techniques, Hologram techniques will be changed into individualized communication styles, Biometrics will be able to evolve into multi-Biometrics, and Wearable Computer will develop in the aspect of physical body augmentation and then industrialize. In Augmented Reality Arts, it seems that the various utilization of avatar will be related to Hologram, the utilization of the physiological phenomenon of the human body will be related to Biometrics, the mixture of reality and virtual reality will utilize display devices through Gesture Recognition, and a new experiment of HMD(Head-Mounted Display) will industrialize with the diversification of Wearable Computer. Augmented Reality contents created through the imagination and representation in the films and arts take a role in helping human life, and, at the same time, show the future image industrialized in the way of combination between human and environment without a medium.

소아의 음성장애 및 치료 : 사례연구

  • 정옥란
    • Journal of the Korean Society of Laryngology, Phoniatrics and Logopedics
    • /
    • v.7 no.1
    • /
    • pp.128-131
    • /
    • 1996
  • 소아들의 음성장애의 대부분은 음성과 기능에 의한 성대의 오용 및 남용으로부터 기인한다. 그러나 음성장애에 대한 인식의 부족으로 인하여 소아의 음성장애 발견율은 극히 낮은 수준에 머므르고 있다. 치료에 있어서도 행동의 통제가 그다지 쉽지 않기 때문에 많은 어려움이 따른다. 본 연구는 소아의 음성장애의 발생경위와 문제의 설명과 차팅에 의한 남용의 감소에 초점을 둔 치료사례이다. 5세 아동의 심한 음성장애로 의뢰되어졌다. 음성증후는 목쉰소리, 기식화된 소리, 일시적인 발성일탈(phonation break) 등이 두드러졌다. 이비인후과 전문의의 스트로보스코프(stroboscope) 검진결과 초기 양측성 성대결절이 성대 앞쪽으로부터 1/3 지점에서 발견되었으며 비지피치(Visi-Pitch)로 측정된 퍼터베이션(perturbation 수치가 16.8이었다. 사례사 조사 과정에서 아동이 활동적이며 자주 고함을 지르고 자동차놀이를 주로하며 많은 시간을 보낸다는 것이 밝혀졌다. 중재 프로그램은 우선 문제를 설명하고 인식시키는 것과 고함을 지르거나 자동차놀이를 하면서 자동차 소음을 흉내내는 등의 음성남용 회수를 감소시키는 것에 초점을 두었다 17회의 치료로 성대결절이 감소되었고 퍼터베이션은 3.8로 저하되었으며 아동 스스로 음성남용을 통제할 수 있다는 임상적 판단하에 치료를 종결하였다. 1개월 후 추후 검사에서 남용적인 습관이 여전히 나타나지 않았으며 음성상태도 양호하였다. 소아 음성장애의 치료는 소아가 이해할 수 있는 용어로 문제의 인식을 확실히 시키고 행동을 체계적으로 통제할 수 있는 치료프로그램을 실행시키는 임상가의 자질이 대단히 중요하다. 그러나 그에 못지 않게, 많은 시간을 아동과 함께 보내는 부모나 교사의 협력이 치료의 성패를 좌우할 수 있다.조구와 처리구간에 차이가 없었다. 그러나 유지방 함량의 경우 대조구가 3.22%, 처리구가 3.37%로 처리구가 0.15% point 증가했으나 유의차는 없었다. Fan + sprinkler가 설치된 시설에서 사육된 젖소에서 생산된 우유내 체세포수는 대조구에 비해 26.63%가 감소되었으나 유의차는 발견할 수 없었다. 이상의 시험 결과에서 볼 때 fan + sprinkler를 이용한 방서 방법은 고온 stress를 완화시켜 유생산성의 증가에 기여할 수 있는 하나의 방법이라고 본다.을 알 수가 있었다.없다. 본 논문의 대상은 바로 이러한 합성 동사성명사의 논항구조와 동사성명사에 의해 하위범주화된 논항들의 문법적 실현양상이다..그 결과 심리적 특성과 사용자 수용 특성은 아바타 수용도에 부분적으로 영향을 미친다는 것 결과가 나타났다.웨어 프로세스 평가와 개선 모델의 개발을 위한 기초적인 자료를 제공할 것으로 예상된다 또한, 본 연구 결과는, 우리나라 소프트웨어 조직들이 실제로 무엇을 필요로 하는지를 밝힘으로써, 우리나라의 소프트웨어 산업을 육성하기 위한 실효성 있는 정책 입안을 위한 기초 자료를 제공할 것으로 예상된다.다.를 검증하려고 한다. 협력체계 확립, ${\circled}3$ 전문인력 확보 및 인력구성 조정, 그리고 ${\circled}4$ 방문보건사업의 강화 등이다., 대사(代謝)와 관계(關係)있음을 시사(示唆)해 주고 있다.ble nutrient (TDN) was highest in booting stage (59.7%); however no significant difference was found among other stages. The concentrations of Ca and P were not

  • PDF

A Study on the Presentation of Easy-Order Prototype in the Internet Shopping Mall using the Cyber Fitting Type's 3D Avatar (Cyber Fitting형 3D Avatar를 이용한 인터넷 쇼핑몰 Easy-Order Prototype 유형 제시를 위한 연구)

  • Choi, Sung-Won;Lim, Ji-Young
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.43-52
    • /
    • 2006
  • The most important issue the online shopping mall for clothes is facing in the rapid growth of the online shopping mali is the high rate of the return of the goods alter purchase. The high rate of the return leads to the dissatisfaction md lack of trust from the consumers in the online shopping mall for clothes, which in turn leads to the bleak prospect for the online shopping mall for clothes as a result of the consumers' dissatisfaction. Although a type of online shopping mall using the cyber-fitting technology has emerged recently, it has succeeded only in provoking a visual interest, for it is also not satisfying the demand of the consumers by falling short in providing information. Thus, this research seeks for the resolutions of the problems related to the user-oriented online shopping. First of the resolutions is the development of a new prototype which the consumers can easily access; second is the visualization of the information using the 3D virtual-reality of he prototype through interface, which will help the consumers to make more accurate judgments. In other words, this study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatars, unlike the unilateral and conventional malls out there.

  • PDF

Influence of 3D Characteristics Perception on Presence, and Presence on Visual Fatigue and Perceived Eye Movement (3D 영상 특성 인식이 프레즌스, 그리고 프레즌스가 시각 피로도와 인지된 안구운동에 미치는 영향)

  • Yang, Ho-Cheol;Chung, Dong-Hun
    • Journal of Broadcast Engineering
    • /
    • v.17 no.1
    • /
    • pp.60-72
    • /
    • 2012
  • After the movie "AVATAR" became a good model of cash-cow in 3D movie, the profit of 3D-movie significantly reduced. One of the reasons why it happens comes from rare understanding of human factors for instance how viewers get immersed, but sometimes tired. Although 3D images should be more considered human visual system including eye, unfortunately most communication research ignored human factors. For those reasons this study observed the effect of 3D video on viewers' psychological response, especially for perceived eye movement, perceived characteristics, visual fatigue, and presence. With 90 participants, the results show that viewers' perceived feature effects on their presence. In detail, first, materiality and tangibility are more important factors than clarity in 3D video, and it means that when making 3D content or devices, materiality and tangibility should be considers that any other factor. Second, this study examined whether we perceive our eyes as media, and the result shows that as viewers' presence level became higher we perceive eye movements more, and as viewers' presence level became higher perceived visual fatigue became lower. This result means that when we move eyes, we interact with surrounded environment, so 3D content needs to provide vivid features to be more interactive. On the other hand, since level of presence increase visual fatigue, it must be balanced when producing and playing.

A Transmission Service Method for Processing Visual Recognition of Sender Information (발신자 정보에 대한 시각적 인식 처리를 위한 전송 서비스 기법)

  • 김기현
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.10 no.4
    • /
    • pp.328-336
    • /
    • 2004
  • Recently a mobile service is changing into a system environment that offers the customer various contents service. Representative example of service is a Calling Identity Del ivory Service(CID). Such service has the problem in the case which the receiver cannot remember the phone number of the sender; it has a difficult problem that cannot easily confirm whose the phone number it is. Therefore, it is desirable to design and implement visual services that can enhance the recognition of users. In this paper, we propose the architecture that is similar to a Calling Identity Delivery Service. We propose the architecture for communication service and system that is able to visually display the information of the sender using 2D image data in mobile environment. After that we set the image information to represent the user and this method is able to visually display the information of the sender by transmitting an image data through channels from switch station or base station using the server. When the receiver receives a phone call from the sender, this method provides an efficient service by transmitting visual data with bell sound. That is, the image information of sender is appeared on liquid crystal display(LCD) of the receiver at the same time. We investigate the concepts for processing real-time transmission of image data and describe an example of the implementation result that is based on system. This technology has a potential influence on the marketing and presents an efficiency of this method.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.483-497
    • /
    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.91-100
    • /
    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.

A Study on Metaverse Utilization and Introduction Strategies in College Education: Based on Step-by-step Metaverse Introduction Framework (대학 교육의 메타버스 활용 현황 및 도입 전략에 대한 연구: 단계별 메타버스 도입 프레임워크 개발을 바탕으로)

  • Son, Young Jin;Park, Minjung;Chai, Sangmi
    • Knowledge Management Research
    • /
    • v.24 no.1
    • /
    • pp.1-29
    • /
    • 2023
  • The COVID-19 pandemic has accelerated digital transformation across all industries and daily life. Edutech is spreading in the education field, also bringing changes in university education. Non-face-to-face online-only classes at universities have spread after the COVID-19 pandemic physical distancing started. Online-only or real-time online classes showed diverse educational imitations. 'Metaverse' started to attract attention as a learning space and community activity support platform that may solve the limitations of online education and communication. It is time to prepare an introduction strategy for the actual application of education using metaverse. This study, first, by examining previous studies and cases of metaverse application, and second, establishing a metaverse introduction framework based on the technology lifecycle model and the innovation diffusion theory. Finally, we provide an introduction strategy in steps, a specialized introduction plan according to the main users is established and presented as a scenario. We expect that this study will provide the theoretical background of the new technology introduction and the spread of metaverse research. Also, we present an efficient introduction strategy, the basis for a service model, and a practical basis for the university's value-added strategy.

Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.4
    • /
    • pp.207-228
    • /
    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

Research on Christian self-identity in the metaverse era (메타버스시대의 기독교 자아정체감을 위한 연구)

  • Hyung Hee Kim
    • Journal of Christian Education in Korea
    • /
    • v.76
    • /
    • pp.173-192
    • /
    • 2023
  • Purpose of study: The purpose of this study is to suggest the direction of Christian self-identity while paying attention to the metaverse era. It suggests the direction of education that forms a Christian self-identity based on the problems of identity crisis that may arise due to the problem of de-realization while accepting the situation of the metaverse that has emerged due to the digital revolution. Research content and method: Focusing on the discussion of metaverse and de-realization, this paper suggests the importance of Christian self-identity and the direction of education. For this purpose, four tasks of practical theology were carried out based on Richard Osmer's consensus model. As the desciptive-empirical task was carried out, the opportunities and risks of the metaverse were brought up. Through the interpretive task, the problem of metaverse and de-realization was presented. The normative task emphasized the importance of Christian self-identity, and the pragmatic task proposed an education oriented towards Christian self-identity. Conclusions and Suggestions: It is important for education in the metaverse era to form a sense of Christian self-identity. The purpose of education is the formation of Christian's self-identity, and the content is to build the Christian relationality self, equality self, and openness self. The teaching method is interactive teaching, and the teacher and learner can be presented as an encounter between interpreters. The environment is any area of interpreted life, and evaluation can manifest itself in Christian life as disciples and citizens. The suggestion is to suggest compedency education methods for acquiring Christian self-identity while considering various generations.