• Title/Summary/Keyword: 확장 현실

Search Result 701, Processing Time 0.025 seconds

The Experiences of Virtual Reality-based Simulation in Nursing Students (간호대학생의 가상현실 시뮬레이션 실습 경험)

  • Lee, Soon Hee;Chung, Seung Eun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.151-161
    • /
    • 2021
  • This study is a descriptive qualitative study to understand the virtual reality-based simulation experiences of nursing students. The study recruited 53 students who conducted virtual reality-based simulation while attending the course of Adult Nursing I and II in the third year of the department of nursing at a university. The data was analyzed using a content analysis method from a reflection journal created anonymously by students. The results emerged 5 categories and 12 subcategories. The categories were consisted of "realizing the necessity of nursing competence", "expanding nursing knowledge", "receiving safety psychologically", "thinking focused on problem" and "getting satisfaction". It suggests that virtual reality online program can have a positive effect on thoughts and expansion of knowledge in a safe educational environment. Therefore, it needs to develop various contents for the virtual reality education and training.

A Study on XR Technology in Korean and Chinese Dinosaur Museums (한중 공룡박물관의 XR 기술 연구)

  • Wen-yi Zhang;Young-ha Yang
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.583-590
    • /
    • 2023
  • In today's rapidly developing technology, the traditional exhibition format of museums can no longer meet social needs. By analyzing the advantages and key technologies of extended reality technologies such as virtual reality, augmented reality, and hybrid reality, the museum XR exhibition interaction scheme is analyzed. Come to Discovery Museum. In this regard, this study first delves into the concept of XR technology, the concept and influencing factors of tourist experience, and the relationship between the application of XR technology and tourist experience through theoretical investigation. On this basis, representative paleontological museums in China and South Korea were selected, and the actual experience of visitors at the exhibition site and the application of XR technology were investigated through examples. Research has shown that the use of augmented reality technology can achieve seamless integration of virtual and real worlds in paleontological museums, extend viewing space, expand cultural heritage connotations, and revitalize cultural heritage. It provides visitors with a deeper interactive experience, enhances immersion and enriches display methods, making this type of museum more attractive. On this basis, XR technology helps museums achieve Digital transformation, and makes them have the advantages of sustainable development.

Exploring the Intention to Use of Virtual Reality-Based Cognitive Training System for the Elderly Residing in Community Based on Extended Technology Acceptance Model (확장된 기술수용모델을 활용한 지역사회노인의 가상현실 기반 인지훈련시스템 사용의도 탐색)

  • Choi, Moon-Jong;Choi, Jae-Sung;Choun, Seung-Ho;Ha, Yeongmi;Yang, Seung-Kyoung
    • Journal of Digital Convergence
    • /
    • v.18 no.5
    • /
    • pp.347-356
    • /
    • 2020
  • The purpose of this study was to identify the intention to use of virtual reality-based cognitive training system for the elderly residing in community based on extended technology acceptance model. The data were collected 100 elderly residing in community from January 2 to January 31, 2020. As a result, the influence the intent to use a virtual reality-based cognitive training system for the elderly is social influence, perceived usefulness, perceived enjoyment, age. The explaining 54.4% of the variance, it is considered that technology development these factors will be necessary for elderly in the community to promote the intent to use of virtual reality-based cognitive training systems. This study is meaningful in that it has identified the degree of intent to use and influencing factors of virtual reality devices for the elderly in the community. This study could be used as basic data for the development of technologies for virtual reality-based cognitive training systems in the future.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1009-1014
    • /
    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

  • PDF

Evaluation of Car Prototpye using CAVE (케이브 기반 자동차 시제품 평가)

  • 고희동;안희갑;김진욱;김종국;송재복;어홍준;윤명환;우인수;박연동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2002.11a
    • /
    • pp.66-73
    • /
    • 2002
  • 범용 가상환경 프레임워크 NAVER를 제안하고, 이를 케이브기반 가상현실환경에 적용하여 자동차 시제품 평가 실험에 활용한 사례를 소개한다. NAVER는 다양한 가상현실 어플리케이션을 구현하기 위한 가상환경 프레임워크로, 확장성이 뛰어나고 재구성이 가능하다. NAVER는 Render Server, Control Server, 그리고 Device Server로 구성되어 있으며, 각 서버는 네트워크로 상호 통신하여 각각의 기능을 수행한다. NAVER는 XML 기반 스크립팅 언어를 지원하여 사용자가 자유롭게 가상환경의 여러 가지 객체와 인터랙션을 정의할 수 있도록 설계되었다. NAVER를 케이브 기반 가상현실환경에 적용하여 자동자 시제품평가 실험에 활용하였다. KIST의 케이브 기반 가상현실환경은 4면의 정방형 스테레오 디스플레이 장치, 햅틱 암마스터 장비, 3차원 음향장비 등으로 구성되어 있어, 사용자에서 시각적인 측면에서 뿐만 아니라 촉각, 청각과 같은 여러가지 측면에서 다중현실감을 제시할 수 있다. 자동차 시제품 평가 실험를 통하여 사용자가 실제 자동차가 아닌 가상의 자동차 시제품을 관찰하고, 만져보고, 주행해 봄으로써 더욱 높은 몰입감과 현실감으로 자동차 조작장치의 조작성을 평가할 수 있음을 입증하였다.

  • PDF

확장된 가상현실인 메타버스에서의 보안 위협 분석

  • Jeong, Soo Yong;Seo, Chang Ho;CHO, Jin-Man;Jin, Seung-Hun;Kim, Soo Hyung
    • Review of KIISC
    • /
    • v.31 no.6
    • /
    • pp.47-57
    • /
    • 2021
  • 사용자들의 간접 경험 및 다양한 커뮤니티 생성을 위해 사용되었던 기존의 2차원 온라인 세상은 시각적 표현 및 사람의 특징을 반영하는 것에 한계점이 뚜렷하다. 따라서, 보다 현실과 유사한 환경을 구축하기 위해 많은 연구가 수행되었으며 특히, 사람의 행동 및 상태 등을 수집하고 활용할 수 있는 기술이 발전하였다. 그 결과 현실과 유사한 3차원 세계인 메타버스가 새롭게 주목받고 있다. 메타버스는 새로운 신분인 아바타로 사용자들의 높은 자유도를 보장하며 현실 세계와 유사한 활동과 함께 현실에서 경험할 수 없는 서비스를 제공하고 있다. 이러한 메타버스의 발전을 위한 연구가 활발히 수행되고 있지만, 메타버스에서 발생할 수 있는 보안 위협에 관한 연구는 상대적으로 부족하다. 현재, 3차원 세계 구축을 위해 기존보다 많은 종류의 데이터 수집으로 새로운 보안 이슈가 꾸준히 발생하고 있으며, AR, VR 등의 다양한 디바이스 활용과 사용자들의 자유도 보장에 따른 보안 위협이 존재한다. 이에, 본 논문에서는 메타버스에서 발생할 수 있는 보안 위협에 대해 분석하고, 이전의 다양한 연구들을 정리하여 새로운 관점에서 보안 위협을 분류한다. 그리고 해당 위협의 대응방안과 함께 앞으로의 연구 방향을 제시한다.

Virtual reality-based mild cognitive impairment prevention training system (가상현실기반의 경도인지장애 예방 훈련 시스템)

  • Choi, Ki-won;Joo, Moon-il;Kim, Hee-cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.749-751
    • /
    • 2016
  • Due to the advent of virtual reality, the past communication method using images and video through the expansion into three-dimensional space has been provided more realistic and seamless interaction environment. Unlike reality, virtual reality is under a full human control and due to this benefit can be used as a substitute for reality therefore medicine and healthcare area has attracted attention in the prevention and treatment of dementia utilizing virtual reality. The research provided in this paper is aimed to design a virtual reality-based mild cognitive impairment prevention training system, focusing on the Symptoms of Alzheimer's precursor, mild cognitive impairment.

  • PDF

A Study on Augmented Reality Interaction Using Leap Motion (Leap Motion을 활용한 증강현실 인터랙션 강화 연구)

  • Jung, Hyun-Il;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.3
    • /
    • pp.133-138
    • /
    • 2020
  • Interaction is an important component in the sense of immersion in augmented reality. However, the function of interaction in augmented reality contents is very weak. Bringing a lot of real environmental information is one of the ways to develop augmented reality, and interaction will naturally develop. In this paper, Leap Motion was used for natural interaction in augmented reality environment through the hand widely used as an interface tool, and extended more from the limited interaction of conventional display touch methods to create a natural interaction. This development of interaction will contribute to the development of various contents as well as augmented reality later.

Opportunities and Future Directions of Human-Metaverse Interaction (휴먼-메타버스 인터랙션의 기회와 발전방향)

  • Yoon, Hyoseok;Park, ChangJu;Park, Jung Yeon
    • Smart Media Journal
    • /
    • v.11 no.6
    • /
    • pp.9-17
    • /
    • 2022
  • In the COVID-19 pandemic era, non-contact services were demanded and the use of extended reality and metaverse services increased rapidly in various applications. In this paper, we analyze Gather.town, ifland, Roblox, and ZEPETO metaverse platforms in terms of user interaction, avatar-based interaction, and virtual world authoring. Especially, we distinguish interactions among user input techniques that occur in the real world, avatar representation techniques to represent users in the virtual world, and interaction types that create a virtual world through user participation. Based on this work, we highlight the current trends and needs of human-metaverse interaction and forecast future opportunities and research directions.

display image design by approach method of human sensibility (감성적 접근방법에 의한 전시영상디자인에 대한 연구)

  • Park, Gi-Deok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2009.05a
    • /
    • pp.35-38
    • /
    • 2009
  • 심미적차원의 접근을 통한 영상디자인의 틀을 인간이 가진 오감의 특성을 최대 활용하여 전시상황에 따른 감성문법을 활용하여 감각적이며 사용자중심의 니즈에 맞는 선택적이며 시대흐름에 맞는 패턴분석을 적용하여 감성적인 욕구를 심리적인 방법으로 파악하며 영상으로 접근하는 것이다. 이러한 감성패턴분석들은 VJ(비디오쟈키)의 영상활용과 증강현실, 전시디자인의 광고 또한 건축물에 있어서 효과적인 영상활용법을 적용한 감성디자인의 확장을 보여주고 있다. 오감을 활용한 인터랙티브한 미디어아트에서의 영상활용과 콘서트홀에서의 관객과 소통을 인한 커뮤니케이션장치들이 확장되며 도구들 속에서 진정한 인간의 통합된 감각을 전달하기 위한 감성이 필요하다. 이번 연구를 통하여 감성디자인을 적용한 영상사례들을 살펴보며 소통을 위한 감성디자인의 영상을 활용하여 최적화된 전시디자인에 활용되는 감성적 접근방법과 활용에 대해 이해하고자 한다.

  • PDF