• Title/Summary/Keyword: 현실의 장벽

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Foreign Language Education Contents based Virtual Reality (가상현실을 이용한 외국어 교육 콘텐츠 개발)

  • Kim, Jooo-Jin;Kim, Young-Kwang;Cho, Yeon-Jin;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.704-705
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    • 2016
  • 글로벌 시대를 살고 있는 우리나라 사람들에게 가장 큰 장벽은 외국어이다. 영어,중국어 등 외국어를 학습하기 위해 온갖 노력을 했지만 좀처럼 효과를 보지 못한 경험을 갖고 있는 사람이 적지 않다. 본 연구에서는 HMD를 이용하여 가상현실 세계에서 외국어를 학습할 수 있는 외국어 교육 콘텐츠를 개발하고자 한다. 외국어 공부를 많이 했어도 실제 외국인을 만나면 울렁거려 제대로 실력을 발휘하지 못할 때 가 많은데 본 연구에서 제안하는 시스템은 가상공간에서 외국어 과외 선생님을 만나 외국어 공부를 하고 실제 상황을 연출하여 실습할 수 있어 외국인을 만났을 때의 당황하는 상황을 극복할 수 있어 외국어 교육에 효과적이다.

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Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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Design and Development of Implementation of augment reality application with support cross-platform (크로스 플랫폼을 지원하는 증강현실 구현 앱의 설계 및 개발)

  • Jo, Jae-ik;Jeon, Je-eung;Bae, Dong-hyeun;Yoon, Hyeon-su;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.438-440
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    • 2017
  • In this research, we design and develop an app that can be run on multiple platforms and easily realize augmented reality. It works on PC and mobile (Android, iOS) in cross platform and users want to lower the barriers to entry of augmented reality by allowing users to select the marker to be augmented reality coordinates and the model to be implemented within the app. The app consists of Unity 3D engine and ARToolkit, an open source augmented reality SDK. Unity 3D integrates UI, markers and objects, and is used as the main engine for cross-platform development. This paper presents the design and production method of the augmented reality application and explains the use examples.

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The Impact of On-line Game Attributes, Customer Satisfaction and Switching Barriers on Customer Loyalty (온라인 게임의 중요속성, 만족 및 전환장벽이 고객충성도에 미치는 영향)

  • Fan, Qing-ji;Kim, Won-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.341-347
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    • 2009
  • In this research, the object is to analysis the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time as mediating factors of relationship between customer satisfaction and customer loyalty, switching barriers, such as switching cost and attractiveness of alternatives are also analyzed. The results show that the challenge, social interaction, entertainment have significant effect on customer satisfaction. Customer satisfaction also effects customer loyalty. Another important result is, switching cost and attractiveness of alternatives take an intermediation role between customer satisfaction and customer loyalty.

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Comparison of simulation racing reality using simulation racing data based on racing equipment (레이싱 장비 기반의 시뮬레이션 레이싱 데이터를 활용한 시뮬레이션 레이싱 현실성 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.393-398
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    • 2022
  • In order to experience and compete in car racing in reality, the barrier to entry is very high. It takes a lot of money and time to recruit or participate in a license, expensive vehicle, and stadium where the game can be played. Because of this problem, various equipment is used to create a feeling similar to real racing in their own space through sim racing equipment. Equipment similar to this reality is called sim racing equipment. The sim racing equipment can be divided into three categories. The first is a racing game device that can run virtual racing, the second is a steering wheel, seat, and cradle that are linked to the racing game device, and the third is a racing motion device that allows the body to experience the direction of movement in the racing game. In this thesis, the feeling of real car racing is based on game racing, and how similar reality to real racing is through the steering wheel and cradle equipment, which are equipment that can control game racing, and motion equipment that allows you to experience the direction of game racing. Let's check how the difference between real racing and data value changes through the G-Force direction and speed change values.

The Effect of the Job Satisfaction, the Employment Barriers and the Risk-taking Orientation on the Entrepreneurial Intention of Undergraduates Majoring in Cultural and Arts (문화예술전공 대학생의 직무만족, 고용장벽, 위험감수성향이 창업의도에 미치는 영향)

  • Jeong, Jae-Yeob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.11-23
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    • 2020
  • Many former studies for the entrepreneurial intention dealt with the opportunity-driven motivation, but the actual entrepreneurial motivation is the necessity-driven motivation such as maintaining a living. It is necessary to study the necessity-driven factors for entrepreneurship such as employment barriers and job dissatisfaction. This study focused on the fact that the majority of cultural artists are freelancers or self-employed entrepreneurs. For those who majored in culture and arts, this study was conducted to investigate how an individual's internal and external environment affects the entrepreneurial intention considering the theory of planned behavior. I explored the factors that led individuals to choose entrepreneurial intention between employment and entrepreneurship, and studied the relationship between these factors and the entrepreneurial intention. As the result of the study, the job dissatisfaction and the employment barriers were the pressure factors for entrepreneurship. Job satisfaction had a negative effect on the entrepreneurial outcome expectation and the entrepreneurial intention. The perceived employment barrier had a positive effect on the entrepreneurial outcome expectation and the entrepreneurial intention. An individual's risk-taking orientation is one of the entrepreneurship and had the positive effect on the entrepreneurial self-efficacy. The entrepreneurial outcome expectation and the entrepreneurial self-efficacy had a positive effect on the entrepreneurial intention.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

A Study on Virtual Assembly Simulation Using Virtual Reality Technology (가상현실 기술을 이용한 가상 조립 시뮬레이션에 대한 연구)

  • Kim, Yong-Wan;Park, Jin-Ah
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1715-1727
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    • 2010
  • Although a hand haptic interaction which provides direct and natural sensation is the most natural way of interacting with VR environment, the hand haptic interaction has still limitations with respect to the complexity of articulated hand and related hardware capabilities. Particularly, virtual assembly simulation which refers to the verification process of digital mockup in product development lifecycle is one of the most challenging topics in virtual reality applications. However, hand haptic interaction is considered as a big obstacle, because difficulty initial grasping and non-dextrous manipulation remain as unsolved problems. In this paper, we propose that common hand haptic interactions involves two separate stages with different aspects. We present the hand haptic interaction method enables us to stably grasp a virtual object at initial grasping and delicately manipulate an object at task operating by one's intention. Therefore, proposed method provides the robustness using grasping quality and dextrous manipulation using physically simulation. We conducted experiments to evaluate the effectiveness of our proposed method under different display environments -monoscopic and stereoscopic. From 2-way ANOVA test, we show that the proposed method satisfies two aspects of hand haptic interaction. Finally, we demonstrated an actual application of various assembly simulation for relatively complex models.

전자거래 신뢰구조를 위한 공개키 기반구조 도메인간 상호인정 방안에 관한 연구

  • Kim, Jung-Duk;Choi, Kwang-Hee
    • Review of KIISC
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    • v.17 no.4
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    • pp.50-55
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    • 2007
  • 전자거래 환경 하에서 거래 당사자들간의 신분 확인 및 신뢰 구축은 매우 중요한 문제이다. 이러한 문제에 가장 현실적, 효과적 해결책으로 제시되고있는 것이 PKI기반의 신뢰구조이다. 그러나 기존의 계층적 신뢰구조는 광범위한 전자거래환경의 요구조건을 만족시키지 못하고 있다. 이러한 문제를 해결하기 위하여 각국에서는 상호인증과 상호인정 관련 많은 연구와 대안을 제시하고 있다. 그러나 지금까지의 연구는 신뢰 구조의 형성과 CA간의 상호 연동에만 치중하였을 뿐 최종 사용자의 신뢰의 판단이나 요구사항의 실시간 확인과 같은 의사결정에 직접 관련된 문제에는 소홀히 하였다. 여기에서는 최종사용자의 에이전트와 중계에이전트를 사용하여 실시간 확인기능의 제공과 신뢰보드를 이용하여 상호인정관련 신뢰구조의 확립을 제공하고자 한자. 이는 상호인증과 상호연동의 정책적, 기술적 장벽을 해소하는데 많은 도움을 제공할 것이다.

주요국의 단말장치 형식승인제도와 상호인정

  • 김영태;박기식
    • TTA Journal
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    • s.41
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    • pp.81-112
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    • 1995
  • 최근 전기통신시장의 단일화가 추구되면서 그동안 각국이 자국의 실정에 맞게 운영해 오던 단말장치의 형식승인제도가 범 세계적 흐름인 통신정책의 규제 완화 및 각국간의 원활한 무역을 위한 불필요한 기술장벽 해소라는 변화된 환경속에서 자국의 통신시장 보호수단으로 활용되고 있으며, 한편으로는 지역간/국가간의 형식승인 상호인정을 통한 효율적인 운영 제도의 조화로 무역확대를 꾀하고 있다. 이에 본 고는 세계 각국이 보다 유리한 통신시장의 진입조건을 확보하기 위해 각국의 형식승인제도에 대한 운영 현황에 관한 정보를 파악하는 것을 급선무로 여기고 있는 현실을 감안하여, 미국, 일본, 호주, 캐나다, 영국 및 우리나라에 대한 형식승인제도 현황을 분석하였다. 또한, 이러한 형식승인제도가 어떠한 방법으로 지역간/국가간의 형식승인 상호인정 추진과 맥락을 같이 하는지 살펴보았다.

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