• Title/Summary/Keyword: A sense of reality

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Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

A Development of Fire Training Simulator Based on Computational Fluid Dynamics Simulation (전산수치해석 기반 화재훈련 VR 시뮬레이터의 개발)

  • Cha, Moo-Hyun;Lee, Jai-Kyung;Park, Seong-Whan;Choi, Byung-Il
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.4
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    • pp.271-280
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    • 2009
  • An experience based training system concerning various fire situations which may result many casualties has been required to make rapid decision and improve the responsiveness. Recently, the necessity of virtual reality (VR) based training system which can replace a dangerous full-scale fire training and be easily adopted to the training or evaluation process is increasing. This study constructed tile virtual environment according to pre-defined scenarios, utilized the FDS(Fire Dynamics Simulator), three dimensional computational fire analysis program, to derive numerically simulated data on the propagation of fire. Finally, by visualizing the realistic fire and smoke behavior through virtual reality technique and implementing real-time interaction, we developed a VR-based fire training simulator. Also, in order to ensure the sense for tile real of a virtual world and reaI-time performance at the same time, we proposed appropriate data processing and space search algorithms, demonstrate d the value of proposed method through experiments.

The Effect of Virtual Reality-Based Anatomy Education Program on Learning Presence, Technology Acceptance, Learning Motivation, and Knowledge for Nursing Students (가상현실(Virtual Reality) 기반 해부학 교육 프로그램이 간호대학생의 학습실재감, 기술수용성, 학습동기 및 해부학 지식에 미치는 효과)

  • Kim, Minkyeong;Song, Young A;Son, Dong Min
    • Journal of East-West Nursing Research
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    • v.29 no.2
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    • pp.141-149
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    • 2023
  • Purpose: The purpose of this study was to verify the effects of virtual reality (VR) based anatomy education program on nursing students' learning presence, technology acceptance, learning motivation, and knowledge. Methods: A nonequivalent control group pre-test and post-test design was employed. The study participants included 113 nursing students (56 in the experimental group and 57 in the control group) from Ansan City. Data collection was conducted from June 1 through 23. Data were analyzed using χ2-test, Fisher's exact test, and t-test using SPSS 23.0 program. Results: The experimental group had a significant increase in learning presence, technology acceptance, and knowledge before and after the intervention compared to the control group. Conclusion: Virtual reality based anatomy education is an effective learner-centered educational program. From an educational perspective, VR anatomy education programs can improve anatomy knowledge by increasing students' acceptance of VR technology and increase their motivation to learn by increasing their sense of presence.

3D Fish Encyclopedia System based on Mobile Augmented Reality (모바일 증강현실 기반의 3D 어류백과 시스템)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.5
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    • pp.1005-1010
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    • 2012
  • The Augmented Reality, as a technology caught the spotlight as a next generation's technology of inserting 3D virtual objects in the space of reality seen through the camera, can maximize the learning effects by inducing user's absorption and interest using interaction between user and objects. Recently, as the movile devices having excellent mobility and portability are generalized, the diversified augmented reality are introduced using mobile devices. In this article, a 3D fish encyclopedia system augmented from the mobile environment was designed to provide the user with learning contents focusing on the sense of absorption and an interest. This system is intened to provide helps to learn about the fishes by recognizing the pictures of fishes in the encyclopedia as marker, bringing out the 3D model stored in server and displaying in the mobile environment.

A study on the production of children's storybooks using augmented reality technology (증강현실기술을 적용한 유아용 동화책 제작에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.435-442
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    • 2017
  • Using augmented reality to make children's books more realistic, engaging, and funny makes a great sense in terms of education. The purpose of this study is to share the experience of the production method with the story of the fairy tale which is widely known to the children as the augmented reality video contents and to act as a guide book to make the application of the augmented reality technology to the field of book publishing easier. I want to. Also, in this development, the principles and the method of making augmented reality storybooks are provided to beginners of the augmented reality contents production including the 3D modeling production method used for the augmented reality production, the method of using Unity3D engine, and the method of producing the vuforia marker, It is a study that guides you to use it immediately.

The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

An Application Method of Augmented Reality Technology for Layout Planning of Housing Complex (주거단지 배치계획을 위한 증강현실 기술의 활용방안에 관한 기초연구)

  • Ryu, Jung-Rim;Choo, Seung-Yeon;Jo, Jin-Sung
    • Journal of the Korean housing association
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    • v.21 no.4
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    • pp.89-97
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    • 2010
  • Digital convergence era has been already started and is rapidly developed. Recently, convergency technology became an essential issue in all industries, and is expected to accelerate. This means that we can experience growth and change of architecture using new technology and approaching method. The AR (Augmented Reality) technology, among these convergence technology, is a kind of virtual reality technology that user can see a scene of real world which is overlapped by virtual world with additional information. It has been used in manufacturing and management in the whole industry fields including medical, mechanical, military field and so on because it can provide higher sense of reality. Thus, in this paper, we suggest the utilization of AR technology for organically connecting the roads, facilities, green area, landscape and others in the layout planning of housing complex. Users can see real world with virtual object by overlap computer graphic on the real world. This method provides users with various information about territoriality and openness. As the result of this study it is expected that this technology will help the layout planning of housing complex to become more reasonable in the aspect of design, time and cost.

Evaluation on the Improvement of Equilibrium Sense Using a Virtual Bicycle System (가상 자전거 시스템을 이용한 평형감각 증진의 평가)

  • Jeong S.H.;Piao Y.J.;Jeon Y.Y.;Lee S.M.;Kwon T.K.;Hong C.U.;Kim N.G.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1954-1957
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    • 2005
  • A quantitative evaluation of postural balance training using a virtual reality bicycle system was performed. In the experiment, the effectiveness of virtual reality bicycle system on postural balance training was analyzed with four male subjects in their twenties. The parameters measured during cycling were cycling time, average velocity, number of times subject deviated from path, and weight shift. Those parameters were evaluated for the quantification of the extent of control. We also measured the parameters on postural control capability after 5th trial and 10th trial in a balance testing system with a force plate to find out the effectiveness of the training. In the balance test with force plate, it was found out that the weight shift was almost zero and the deviation from the target trace reduced significantly after the training with the virtual cycle. The result showed that the virtual bicycle system was an effective system as a rehabilitation training device.

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A study on the sustainable growth of off-line stores using AR technology (AR 기술을 이용한 오프라인 상점의 지속적인 성장에 관한 연구)

  • Jin, Chang-Beom;Lee, Jae Yeul;Youn, Myoung-Kil;Kang, Min Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.103-109
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    • 2017
  • In this paper, the advancement in IT technology is not only inducing the multi-functionality of simple products but also changing even the lifestyle, that is, the pattern of consumers' daily life. The actual paradigm for the conversion from off-line to on-line is at the level of threatening the ecology of off-line. In this study, the diversified advancement method of off-line is in functional relationship with the increase in sales revenue and profits not only through the visit of consumers to the sales outlets for the simple purpose of making purchase but also through the application of augmented realities such as 3-dimensional sense in space and sense in reality, which are entertainment experience factors. Therefore, the improvement in the enhancement of sales revenues by applying augmented reality to off-line department store was researched in this study.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].