• Title/Summary/Keyword: 혼합 현실 콘텐츠

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Evaluation of Human Factors on Text Content Displayed in Mixed Reality (혼합현실에서 텍스트 콘텐츠 표시에 대한 휴먼팩터 평가)

  • Kim, Dae-Yeon
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1316-1327
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    • 2022
  • In this study, the effect of text content on users in mixed reality was investigated and subjective evaluation was performed using a statistical approach. The position and size of the text were defined as independent variables, and eye comfort and visibility were analyzed as dependent variables. Twenty participants viewed the content for 96 seconds and then performed a related survey rating task. As a result of two-way ANOVA, the interaction between text position and size and the main effect on text size were not statistically significant. The main effect on text position was found to be statistically significant, and as a result of the analysis, the bottom middle was preferred for both eye comfort and visibility.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Development of e-Learning System Based on Open Source Software (공개 소프트웨어 기반 e-Learning 시스템 개발)

  • Lee Se-Hoon;Baek Yeong-Tae
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.9-17
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    • 2005
  • In this paper we developed e-Leaning system based on open source software. We selected the Moodle that after compared the open source learning management systems. Moodle is LAMP(Linux, Apache, MySQL, PHP) based course management system (CMS), a software package designed to help educators create quality online courses. One of the main advantages of Moodle over other systems is a strong grounding in social constructionist pedagogy. Also we integrated Moodle and legacy systems such as streaming service, webhard service, and short message service. The system operated during one semester at college using blended learning model. We had obtained showed that the students had almost all scored quite highly as preferred learning environment through COLLES(Constructivist On-Line Learning Environment Survey) and ATTLS(Attitudes to Thinking and Learning Survey). Therefore this research showed that open source based e-Loaming system is stable and possible.

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Content Analysis on the Component of Two-sided eWOM (온라인 양면구전의 구성요인에 관한 내용분석)

  • Park, Hyun Hee;Jeon, Jung Ok
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.53-68
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    • 2015
  • This study analyzed online word-of-mouth information using content analysis to help practical categorization of two-sided eWOM. A total of 402 online consumer reviews on search goods and experience goods were collected. Descriptive characteristics(information direction, length of review line) and content structural characteristics(product benefit types, information presentation methods) were used as analysis criteria. The study results are as follows. First, the types of two-sided e-WOM direction were made of positive/negative, negative/positive, positive/negative/ positive, and negative/positive/negative. Second, the length of two-sided eWOM was longer than the length of one-sided eWOM and blended type accounted for the highest proportion both one-sided and two-sided eWOM at the aspect of product benefit. Third, holistic presentation method was overwhelmingly high in one-sided eWOM, whereas blended and analytic presentation methods were somewhat high in two-sided eWOM. Fourth, holistic presentation method was high in search goods, whereas blended and analytic presentation methods were high in experience goods. Based on these results, implications for two-sided e-WOM study and further research issues were discussed.

Suggestion of Digital Technology Application for the Acupoints Education in Korean Medicine (한의학에서 경혈학 교육의 디지털 기술 적용에 대한 제안)

  • Kim, Sang Cheol;Kim, Jae Souk
    • Smart Media Journal
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    • v.11 no.8
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    • pp.55-64
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    • 2022
  • In the recent education market, Edutech technology, in which various digital technologies are grafted into the education, is being actively applied due to the 4th industrial revolution and the development of ICT. In particular, realistic experiential learning contents that can provide realistic and immersive learning in a virtual space are in the spotlight and are being expanded to each field. However, in the field of Korean medicine education, the introduction of ICT is delayed due to the nature of Korean medicine, difficulties in apprenticeship education, quantitative education, and the absence of an objective evaluation system. Therefore, in this study, we propose a digital technology application for acupuncture and acupuncture points, where practice is particularly important in Korean medicine. Various methods of acupuncture and acupoints education using AR, MR, IoT and Touch-Display Table will provide an opportunity to change the paradigm of Korean medicine education and further contribute to the globalization of Korean medicine.

Design of Acupuncture Controller and Dummy for Acupuncture Training System based MR (MR 기반 침술 훈련 시스템을 위한 침술 컨트롤러 및 인체모형 설계)

  • Ryu, Chang Ju;Lee, Sang Duck;Han, Seung Jo
    • Smart Media Journal
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    • v.9 no.2
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    • pp.86-91
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    • 2020
  • The current trend of the education market is the development of the fourth industrial revolution and the development of ICT, and various technologies are developing into edu-tech technology that is integrated into the education system. In particular, the market for edu-tech systems capable of lifelike immersive learning effects in virtual space is expanding. However, education in Korean medicine is not objective because of the absence of educational simulators and systems to train and evaluate acupuncture. In this paper, we propose an acupuncture controller and a human body model to increase the effectiveness of acupuncture point training as a follow-up study of "Design of Acupuncture Contents and Dummy for Acupuncture Point Training System". Through the proposed acupuncture controller and Dummy, the accuracy of acupuncture points for the acupuncture point data matching and content motion recognition rate is presented. In addition, the results of temperature and humidity and temperature change tests for evaluating the environmental reliability of the controller are presented.

The Effectiveness of Foreign Language Learning in Virtual Environments and with Textual Enhancement Techniques in the Metaverse (메타버스의 가상환경과 텍스트 강화기법을 활용한 외국어 학습 효과)

  • Jeonghyun Kang;Seulhee Kwon;Donghun Chung
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.155-172
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    • 2024
  • This study investigates the effectiveness of foreign language learning through diverse treatments in virtual settings, particularly by differentiating virtual environments with three textual enhancement techniques. A 2 × 3 mixed-factorial design was used, treating virtual environments as within-subject factors and textual enhancement techniques as between-subject factors. Participants experienced two videos, each in different virtual learning environments with one of the random textual enhancement techniques. The results showed that the interaction between different virtual environments and textual enhancement techniques had a statistically significant impact on presence among groups. In examining main effects of virtual environments, significant differences were observed in flow and attitude toward pre-post learning. Also, main effects of textual enhancements notably influenced flow, intention to use, learning satisfaction, and learning confidence. This study highlights the potential of Metaverse in foreign language learning, suggesting that learner experiences and effects vary with different virtual environments.

Study on Effect of Exercise Performance using Non-face-to-face Fitness MR Platform Development (비대면 휘트니스 MR 플랫폼 개발을 활용한 운동 수행 효과에 관한 연구)

  • Kim, Jun-woo
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.571-576
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    • 2021
  • This study was carried out to overcome the problems of the existing fitness business and to build a fitness system that can meet the increased demand in the Corona situation. As a platform technology for non-face-to-face fitness edutainment service, it is a next-generation fitness exercise device that can use various body parts and synchronize network-type information. By synchronizing the exercise information of the fitness equipment, it was composed of learning contents through MR-based avatars. A quantified result was derived from examining the applicability of the customized evaluation system through momentum analysis with A.I analysis applying the LSTM-based algorithm according to the cumulative exercise effect of the user. It is a motion capture and 3D visualization fitness program for the application of systematic exercise techniques through academic experts, and it is judged that it will contribute to the improvement of the user's fitness knowledge and exercise ability.

Research on Fashion Edutech XR Content Applying Skeuomorphism (스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구)

  • Hyang-Ja, Kim
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.560-567
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    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.

Development and application of the mobile-based virtual nursing simulation training content: A mixed methods study (모바일 기반 가상 간호 시뮬레이션 콘텐츠 개발 및 적용: 혼합방법연구)

  • Kim, Hyun-Sun;Kang, Jiyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.30 no.3
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    • pp.290-300
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    • 2024
  • Purpose: Nursing clinical practice education is transforming with the advent of mobile education and the unique experiences it offers in caring for virtual patients. For this innovative approach, this study aims to evaluate the efficacy of mobile-based virtual women's breast cancer nursing simulation training content on nursing students' confidence, satisfaction, and learning flow. It also examines the nursing students' virtual patient care experiences. Methods: A mixed methods approach using a convergent design was employed to examine students' cancer care confidence and satisfaction, learning flow, and learning experiences. Quantitative data through online questionnaires and qualitative data through focus group interviews were collected, merged, and analyzed. Results: This study developed a virtual nursing training module aimed at caring for women with breast cancer, a novel approach to facilitate mobile-based simulation training for nursing students. Data were analyzed using descriptive analysis, a chi-squared test, Fisher's exact test, t-test for participant homogeneity (experimental: 20, control: 20), independent t-test, and paired t-test. Satisfaction (t=3.53, p=.001) and confidence (t=4.07, p=.001), as well as flow (t=3.78, p=.001), significantly improved in the experimental group compared to the control group. Two core themes and five sub-themes were derived from the experimental group's experiences acquired by caring for women with breast cancer virtually, including that the students "Virtually cared for breast cancer patients, learning as if real." Conclusion: The mobile-based virtual nursing simulation training content allowed nursing students to upgrade their comprehensive nursing care skills by experiencing a fun and practical environment made possible by a new learning method.