• Title/Summary/Keyword: 4D Experience

Search Result 563, Processing Time 0.033 seconds

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.127-142
    • /
    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

Effect of Anthropomorphism Level of Digital Human Banker Speech on User Experience: Focusing on Social Presence, Affinity, Trust, Perceived Intelligence, and Usefulness (디지털 휴먼 은행원 발화의 의인화 수준이 사용자 경험에 미치는 영향: 사회적 실재감, 친밀감, 신뢰도, 인지된 지능, 유용성을 중심으로)

  • Choi, Bomi;Jang, Seojin;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.469-476
    • /
    • 2022
  • As the 3D modeling technology and conversational algorithm is developed, digital humans are being used in various fields, and also virtual bankers have begun to appear in banks, including major banks such as Shin-Han Bank and Nong-Hyup Bank. However, most of the research of digital human mainly focus on its appearance, and research on robot persona that should be considered in anthropomorphizing a robot is insufficient. In this study, an experiment was conducted to find out the user experience of three scenarios (student ID receipt, deposit and withdrawal account opening, leasehold loan consultation) in which the level of anthropomorphism of the speech strategy and the level of personal information use differed in the specific context of banking. As a result of the study, social presence and usefulness had an interactive effect on the scenario and the level of anthropomorphism. There was no interaction effect on intimacy, trustworthiness, and perceived intelligence, but a tendency could be confirmed.

A Comparative Study by Age in Evaluating Web-based 3D Model House

  • Ha, Jimin;Park, Soobeen
    • Architectural research
    • /
    • v.15 no.4
    • /
    • pp.175-182
    • /
    • 2013
  • This study aims to explore age-related differences with the assessment tools in the web-based 3D virtual model house and to propose the 3D model house criteria which everyone can use easily. The participants came from three age groups, ranging from their 20s to their over 40. Presence, Usability and Space perception and cognition in the experiment for navigating and evaluating the web-based 3D model house were measured and compared through one-way ANOVA and two-way ANOVA. The results and conclusions are as follows. (1) The younger the participants were, the more positive they evaluated the experiment on Presence. However, 20s needed higher presence than other two groups. (2) 30s and over 40 groups evaluated that the 3D virtual model house was more efficient than an actual model house on Usability. When the participants were younger, the values of 'expressivity' factor were higher. (3) The younger the participants were, the more positive they perceived the virtual environment (VE) on Space perception and cognition scale. There were no significant differences in the selection of dwelling size and the floor plan type. There were no significant differences of interaction effects between age and online gaming experience on Presence and Usability. The results of the current study demonstrate that there are differences among age groups and older groups have difficulty navigating and assessing in a VE. Although older groups take longer to adapt in the VE, they regard the 3D model house as an effective tool for purchase of house.

A Study on MRI Semi-Automatically Selected Biomarkers for Predicting Risk of Rectal Cancer Surgery Based on Radiomics (라디오믹스 기반 직장암 수술 위험도 예측을 위한 MRI 반자동 선택 바이오마커 검증 연구)

  • Young Seo, Baik;Young Jae, Kim;Youngbae, Jeon;Tae-sik, Hwang;Jeong-Heum, Baek;Kwang Gi, Kim
    • Journal of Biomedical Engineering Research
    • /
    • v.44 no.1
    • /
    • pp.11-18
    • /
    • 2023
  • Currently, studies to predict the risk of rectal cancer surgery select MRI image slices based on the clinical experience of surgeons. The purpose of this study is to semi-automatically select and classify 2D MRI image slides to predict the risk of rectal cancer surgery using biomarkers. The data used were retrospectively collected MRI imaging data of 50 patients who underwent laparoscopic surgery for rectal cancer at Gachon University Gil Medical Center. Expert-selected MRI image slices and non-selected slices were screened and radiomics was used to extract a total of 102 features. A total of 16 approaches were used, combining 4 classifiers and 4 feature selection methods. The combination of Random Forest and Ridge performed with a sensitivity of 0.83, a specificity of 0.88, an accuracy of 0.85, and an AUC of 0.89±0.09. Differences between expert-selected MRI image slices and non-selected slices were analyzed by extracting the top five significant features. Selected quantitative features help expedite decision making and improve efficiency in studies to predict risk of rectal cancer surgery.

A Research on the Actual Conditions of Library Practice Education in Korea (한국에 있어서 사서실습교육의 실태 조사연구)

  • Koo Bon-Young
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.10
    • /
    • pp.3-37
    • /
    • 1983
  • 1. Library practice education in Korea is in the form of field experience, that is, Practicum, which is one type of field experience. 2. The practicum is a short-term work experience guided by the academic institutions. (2 to 6 weeks of full time employment in a library, or one to two semesters of approximately 10 to 12 hours weekly) 3. Field work is largely accepted as a required subject. 4. Field work is usually carried out during the first semester of senior year. (or of sophomore year in junior college) 5. Libraries in other universities (or in other institutions) can beused for a student's field work. But the current tendency is to use his or her own university's library. 6. Most universities give one credit for 2 weeks' field work. 7. The method of evaluation is strict: A or 'excellent' (above 90), B or 'good' (above 80), C or 'fair' (above 70), D or 'bad' (above 60). 8. The expense of field work is usually included in the tuition fees. However, some think that an additional fees should be collected in the case of special practice. 9. Respondents to my survey say that the field experience is necessary so that professional librarians can connect theory and practice. 10. They also indicate that there are some problems in library practice education: administrative difficulties in the department chairman's office, the burden on professors in the library being used, and the limited number of libraries in which the field work is practicable. 11. The Department of Library Science is responsible primarily for providing faculty supervision over the students, and secondarily for the preparation of evaluation cards and field work reports. 12. Most of the faculty respondents use evaluation cards for the field work, some of which serve as grade sheets, some as field work diaries, and some as field work reports.

  • PDF

Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.4
    • /
    • pp.232-237
    • /
    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

SEROTYPES AND ANTIBIOTIC SUSCEPTIBILITIES OF STREPTOCOCCUS MUTANS ISOLATED FROM DENTAL PLAQUES OF CHILDREN (치아우식아동과 그의 모친(母親)의 치태(齒苔)에서 분리(分離)한 Streptococcus mutans의 혈청형(血淸型) 분포(分布) 및 약제내성(藥劑耐性)에 관(關)한 연구(硏究))

  • Baik, Byeong-Ju
    • Journal of the korean academy of Pediatric Dentistry
    • /
    • v.11 no.1
    • /
    • pp.75-89
    • /
    • 1984
  • A total of 141 strains of Streptococcus mutans were isolated from dental plaques of 153 subjects. Eighty-two children with caries-experience, 18 caries-free children and their mothers were participated. All isolates were examined for their serotypes by immunodiffusion method with 7 reference sera and their antibiotic susceptibilities to 7 antibiotics by agar dilution method using 7 kinds of antibiotics, and were compared their results by caries experience (DMFT ratio) and by intrafamilial levels. 1. Isolation rate of Streptococcus mutans were greater in samples of carious teeth than those of sound teeth, and in mothers than in children. 2. Multiple serotypes of Streptococcus mutans were occasionally found in a single samples. 3. Of the total 141 isolates (83 isolates from children, and 58 from their mothers), type c isolates were most prevalent (63.8%). Type d,e and f were found, comprizing 14.9%, 10.6% and 6.4% respectively. Serotype g, a and untypable strain were also found but far lower frequencies (2.8-0.7%), and type b was detected. 4. These results suggest that there are no significant correlation among the distribution of serotypes, antibiotic susceptibilities, caries experience and intrafamilial relationships. 5. Most of isolates were susceptible to chloramphenicol (100%), penicillin (95.7%), ampicillin (94.3%), and gentamicin (92.2%), but about one-third isolates were resistant to cephaloridine (27%), streptomycin (33.3%) and kanamycin (47.6%), resulting that 91 strains (64.5%) among 141 isolates were resistant to one or more drugs used. 6. Of the 91 resistant strains, 20 different resistant patterns were observed, and the most frequently encountered patterns were KM, SM and CE.

  • PDF

Employment Support Experience of Mature Nursing Students (만학도 간호대학생의 취업지원 경험)

  • Min-Hee Lee;Na-Eun Kim;Jae-Eun Choi;Jin-Hyang Yang
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.35-45
    • /
    • 2023
  • This study aimed to deeply understand the employment support experience of mature nursing students. We interviewed 8 mature nursing students in universities in K and D, and analyzed the data through Colaizzi's method which was one of the phenomenological research method. It was composed of 4 themes and 8 sub-themes. The participants were preparing for employment by making efforts to increase the conformity of employment conditions while facing limitations to employment such as age. In addition, they were making efforts to find employment by finding their strengths as mature students, strengthening their will to work, and building a foundation for becoming professional nurses. Therefore, it is necessary to establish an institutional foundation and develop a programme to support the employment of mature nursing students, and carry out specific and empirical follow-up studies.

Syphilis Screening Among some Industrial Workers in Korea

  • Yum, Yong-Tae
    • Journal of Preventive Medicine and Public Health
    • /
    • v.11 no.1
    • /
    • pp.110-122
    • /
    • 1978
  • A study on the morbidity of syphilis among 729 workers in Po Hang and Ul San Industiral Complexes at the routine periodical examination was performed. In addition to the morbidity, factors related to the disease infection such as educational level, religion, preventive measures taken by the workers, history of urethritis, and so on were studied and analysed to check significant relation. The results were as follows: 1. VDRL and RPR tests were undertaken to determine the sensitivity and specificity of RPR test which was utilized for all the workers studied. It revealed 86.4% of sensitivity and 87.7% of specificity from RPR test, and 81.8% of sensitivity and 90.1% of specificity from the VDRL test compared with RPCF test. There were 87.4% of agreement rate between RPR and VDRL. Actually, RPR was more sensitive but less specific than VDRL, and found to be a satisfactory screening test for syphilis especially in the fields. 2. Among the workers in Po Hang Area 24.0% of them revealed reactive result, and in Ul San Area 5.2% revealed reactive result showing 4.6 times of risk among workers in Po Hang Area. 3. There were no statistically significant differences between RPR reactive rates and personal characteristics such as educational level, religion, history of urethritis experience, history of coitus with prostitute, and preventive measures of V.D. taken by workers if evaluated by area of Po Hang and Ul Srn separately. 4. V.D. could be encountered as an occupational disease in certain conditions of working places and the psychosocial problems of workers. And so, it is necessary that all the workers working in special estates such as in Po Hang Industrial Complex should be checked to be screened out by RPR test at periodical examinations and part of pre-employment examination also should include RPR test to be compared with. Regardless of the workmen's compensation, establishment of V.D. treatment clinic or system for such industrial workers is urgently needed. Health education regarding V.D. is another subject to be performed.

  • PDF

Virtual Presentation and Customization of Products Based on Internet

  • Pan Zhi-geng;Chen Tian;Zhang Ming-min;Xu Bin
    • International Journal of CAD/CAM
    • /
    • v.4 no.1
    • /
    • pp.1-10
    • /
    • 2004
  • Through reviewing and comparing the current virtual shopping malls web sites integrated VR into E-commerce, this paper analyzed both the advantages and disadvantages of two kinds of methods for product presentation: 2D image based and 3D model based presentation method. Using the virtual shopping mall (EasyMall) as a showcase, we presented the architecture of the system and the development technologies, especially those in the mixed presentation method. The presentation and customization methods in the two related modules, including the PhoneShow for mobile phone and EasyShow for textile products, were discussed. It indicated that the integration of E-commerce with VR could provide consumers with virtual experience and intelligent service for business activities. Furthermore, the product presentation methods can be made available for use in different cases.