This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.
The purpose of this study is to investigate the effect of online psychiatric nursing practicum including virtual simulation on goal commitment, self-efficacy, critical thinking disposition, and problem solving ability of nursing students in the COVID-19 situation with difficult clinical practice. The subjects of this study were collected using an online questionnaire for third-year nursing students located in A city, and 31 students participated in the final. The results of this study showed that goal commitment and critical thinking disposition were improved in the post-test compared to the pre-test, but were not statistically significant. Self-efficacy (t=4.222, p<.001) and problem solving ability (t=6.807, p<.001) were signifincantly improved after than before online practicum. This findings indicate that online psychiatric nursing practicum including virtual simulation is effective in improving self-efficacy and problem solving ability. As it is difficult to perform nursing practice directly in the clinical field due to the recent COVID-19, it is expected that the limitations of online practicum can be overcome by utilizing various online contents including virtual simulations in online psychiatric nursing practicum.
This study aims at investigating the characteristics of trends of future education over time though the literature review and examining the accuracy of the framework for forecasting future education proposed by the previous studies by comparing the outcomes between the literature review and media articles. Thus, this study collects the articles dealing with future education searched from the Web of Science and categorized them into four periods during the new millennium. The new articles from media were selected to find out the present of education so that we can figure out the appropriateness of the proposed framework to predict the future of education. Research findings reveal that gradual tendencies of topics could not be found except teacher education and they are diverse from characteristics of agents (students and teachers) to the curriculum and pedagogical strategies. On the other hand, the results of analysis on the media articles focuses more on the projects launched by the government and the immediate responses to the COVID-19, as well as educational technologies related to big data and artificial intelligence. It is surprising that only a few key words are occupied in the latest articles from the literature review and many of them have not been discussed before. This indicates that the predictive framework is not effective to establish the long-term plan for education due to the uncertainty of educational environment, and thus this study will give some implications for developing the model to forecast the future of education.
Now, our urban space is composed of all kinds of sculptures that lost its individual charm in trend flows and street furniture standardized by the integrated design of standardized franchises and similar architectures per each region and autonomous districts. This study was to introduce the concept called the 'community furniture' in the urban environment that there is no an identity of the regional culture and a sense of place because of the mostly similar street environment. The purpose of this study is to propose the concept called the 'community furniture' referred to as public facilities that imply specific identities of some regions that have became the community art expanded into necessary facilities of urban composition as bus shelter's universal convenience and functionality have been preferentially handled and its regional identities are reflected. For doing this, this study fulfilled application alternatives of community furniture design's basic principles after examining the storytelling process of local cultural heritages and analyzing domestic and foreign cases of bus shelters. Results of this study are as follows. First, convergent synergy effects in information and culture and art sectors could be expected as bus shelters visually deliver storytelling factors that imply locally related images. Second, space and place's characteristics and sustainable design concepts embody local characteristics. They can suggest directions for vitalizing urban environment designs by being in harmony with surrounding environments. Third, it is expected that realizing distinctive places is possible as bus shelters with local communities' aesthetic consciousness and regionality are composed of new street spaces.
The purpose of this study is to examine the narrative correlation of nonverbal signs found in Charade. Charade, by using nonverbal signs, provides information about the character's psychological change, his or her relationship with others, and the places where they stay. The study of Charade, then, has to be approached considering not only the transmission of messages through nonverbal signs but also its signification. This study has analyzed the narrative and formation process of the subject that triggers the subject's activity by taking narrative semiotics to the film Carol (2015). As the status of women is represented by the mise-en-$sc{\grave{e}}ne$ at this time, this study aims to examine such a fact through Charade, which belongs to the realm of mise-en-$sc{\grave{e}}ne$. In this study, nonverbal signs that are used in Charade are drawn based on the nonverbal communication theory. The result of analyzing the texts showed that the use of interior decoration was outstanding in the process of expressing the status of female subjects. The use of gaze was noticeable in the process of expressing the acquisition of female subjects' power. Besides, it should be noted that the use of nonverbal signs such as accessories, territoriality, or gesture, was worthy of attention. It was confirmed that such nonverbal signs play an important role in the formation of subjects and configuration of narrative transformation.
The historical value of the official documents of the Government General of Choson preserved as permanent archived documents has long been recognized. However, the fact that only parts of the overall documents were preserved and that the contents of the existing documents is not uniform, results in many problems regarding the evaluation and usage of such documents as archives. This study attempts to appraise a series of archival documents related to urban district planning compiled during the colonial era. Although limited in terms of its applicability to the development of an evaluation method for the official documents of the Government General of Choson as a whole, by evaluating the value of these documents based on the background of the documents produced during the Government General of Choson's implementation of its colonial policy, this study provides an important indicator of how such documents should be used in the future. On the other hand, the assessment of historical records such as the official documents of the Government General of Choson which have already been designated and preserved as permanent archived documents should not be perceived as an attempt to dispose of the relevant documents. With regard to the appraisal of historical archives, it is necessary to consider measures to link such documents with existing databases or information contents in order to heighten access to and usage of the relevant documents in the future.
Korean government has taken positive policies, including making "An Basic Plan on the Conservation and Activation of the Royal Tombs of the Joseon Dynasty, UNESCO World Heritage", since 40 royal tombs of the Joseon Dynasty were inscribed as UNESCO World Heritage in 2009. However, projects utilizing the royal tombs of the Joseon Dynasty are in the beginning step and very few has been researched on those projects academically. This study analyzed total 311 projects utilizing the royal tombs of the Joseon Dynasty, which have been made by the Cultural Heritage Administration of Korea from 2009 to 2014, through the literature review and content analysis methodology. An analysis frame consists of educational, touristic, compound and industrial activation on the basis of the utilization types made by the Cultural Heritage Administration of Korea. Most projects utilizing the royal tombs of the Joseon Dynasty are in the very beginning step in terms of educational and touristic utilization. No project utilizing the royal tombs of the Joseon Dynasty in terms of industrial utilization is found. Those projects are almost similar without distinctive characteristics peculiar to each royal tombs. Most projects have been taken on the short term level and the budget size for those is not enough. Projects are mostly focused on the on-site of royal tombs with little paying attention to converging projects utilizing digital and on line techniques. Some suggestions are the followings: increase of the budget on projects utilizing the royal tombs of the Joseon Dynasty, development of content peculiar to each tomb, development of industrial projects, development of converging projects utilizing digital and on line techniques, establishment of new medium and long term plans for utilization of the royal tombs of the Joseon Dynasty and so on.
The two main goals of this study are to derive independent factors affecting the success rate of crowdfunding and to empirically analyze the variation of independent factors' effects on the success of crowdfunding by industry (Internet, culture/art, manufacturing/distribution), and funding type (stock type, bond type). To identify the success factors of crowdfunding for invigoration and strategic utilization, first, several variables were refined after interviews with experts and platform operators with investment experiences in numerous crowdfunding projects. Then, independent factors affecting project involvement were categorized as follows: a characteristic of project, participant activity, and enterprise. Also, the results derived from the influence of independent variables on crowdfunding after moderating effects were driven. Selected independent factors in this study are as follows: crowdfunding period, target amount, visual contents, minimum account money, number of comments, number of SNS followers, level of interest, financial Statement disclosure, investment attraction, venture company, intellectual property rights disclosure, and business operation period. Selected moderating factors in this study are as follows: industry (Internet, culture/art, manufacturing/distribution), and funding type (stock type, bond type). In conclusion, a discussion of the academical and practical implications and a suggestion of directions for further research are explained.
This study presents how to vitalize the record management of the provinces by investigating the current issues and by identifying the universality and the distinctiveness of the record management in local agencies. However, it only deals with the system of the record management, focusing on the history of the provinces. Although the related projects conducted by the provinces of Korea consist of various types, including publishing the local history, creating the activities of local cultural institutes, and collecting and organizing the historical records, these have not been active in many regions with insignificant achievements. In this regard, local self-governing bodies need to actively fulfill the duty of the management not only for the administrative archives but also for the historical archives by aggressively interpreting the associated parts suggested by the Act on the Management of Public Archives. Ultimately, it is proper to integrate theses two functions. Moreover, an effective collection is the core part of the record management of history. Therefore, a 'committee' with experts should provide in-depth views from planning to post-processing stages. Meanwhile, a consensus on the importance and the necessity of the historical archive management between owners and concerned parties should be formed during the collection process. In conclusion, each local autonomous entity should make sure of the active record management of history through establishing their own mid to long-term development plans, securing experts in archive management, as well as providing the service for record contents.
Recently, in various fields such as games, movies, and animation, content that uses motion capture to build body models and create characters to express in 3D space is increasing. Studies are underway to generate animations using RGB-D cameras to compensate for problems such as the cost of cinematography in how to place joints by attaching markers, but the problem of pose estimation accuracy or equipment cost still exists. Therefore, in this paper, we propose a system that inputs RGB images into a joint estimation network and converts the results into 3D data to create FBX format animations in order to reduce the equipment cost required for animation creation and increase joint estimation accuracy. First, the two-dimensional joint is estimated for the RGB image, and the three-dimensional coordinates of the joint are estimated using this value. The result is converted to a quaternion, rotated, and an animation in FBX format is created. To measure the accuracy of the proposed method, the system operation was verified by comparing the error between the animation generated based on the 3D position of the marker by attaching a marker to the body and the animation generated by the proposed system.
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