• 제목/요약/키워드: Alternative Reality

검색결과 217건 처리시간 0.024초

미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구 (The study for the analysis and implementation of Alternate Reality Game by media convergence)

  • 김재하
    • 방송공학회논문지
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    • 제13권5호
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    • pp.752-759
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    • 2008
  • 최근 방송과 통신의 융합은 미디어와 미디어 사이의 영역의 한계를 모호하게 하고 있다. 매체의 진화에 따른 디지털 기술의 발전에 따라 사용자는 상호작용성을 경험하였다. 특히 불특정 다수의 참가자가 실시간 환경 속에서 동일한 목표를 가지고 몰입 하거나 경쟁 하면서 만족을 추구하는 MMORPG(Massively Multi-player On line Role Play Game)는 사용자에게 새로운 형태의 문화와 만족감을 주고 있다. ARG(Alternative Reality Game)는 미디어의 융합에 의해 새로이 탄생한 대체현실게임으로, ARS, SMS, BLOG, Cafe, Message 등을 통해 사용자와 사용자간에 보다 더 현실적인 상호작용을 수행한다. 본 논문에서는 ARG를 소개하고, ARG의 구현, 설계, 구축의 방법을 인간의 사고와 미디어 측면에서 분석하였으며, ARG 활성화를 통해 방송의 새로운 방향을 제언한다.

대체현실게임(ARG)의 스토리텔링 연구 -<노르망디의 이방인>을 중심으로- (A Study on Alternative Reality Game Storytelling)

  • 남승희
    • 한국게임학회 논문지
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    • 제9권2호
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    • pp.41-50
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    • 2009
  • 통합미디어 환경의 조성과 함께 등장한 '컨버전스(convergence)' 패러다임은 디지털스토리텔링 분야에도 영향을 미쳐 '트랜스미디어 스토리텔링'이라는 새로운 형식이 점차 그 영역을 넓혀가고 있다. 본 연구는 게임 장르에서 트랜스미디어 스토리텔링을 차용한 대체현실게임(ARG)에 주목한다. 본 논문은 기존 게임 형식과 비교를 통해 ARG의 개념을 밝히고, 시뮬라시옹 이론에 근거해 가상과 현실의 경계를 모호하게 만드는 ARG스토리텔링의 특징을 밝히고 있다. 이는 컨버전스 시대가 요구하는 새로운 스토리텔링 양식을 이해하고 차후 디지털스토리텔링의 발전에 있어 의미 있는 연구가 될 것이다.

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How Are the Novice Getting to Be the Expert? : A Preliminary Case Study on Japanese Science Teachers

  • Ogawa, Masakata
    • 한국과학교육학회지
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    • 제22권5호
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    • pp.1082-1102
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    • 2002
  • Most of comparative studies in science teacher education so far have been conducted in terms of teacher education policy, pre- and in-service training system and curriculum, and certificate system. While such superficial information can be readily obtainable, it does not necessarily enable us to make access to reality of science teachers' professional development in respective countries, because practice in professional development among science teachers is deeply embedded into respective socio-cultural environment or climate. In order to get information on reality in science teachers' professional development, alternative approaches of research should be developed. This paper aims at pursuing an alternative way to approach reality of Japanese science teachers' professional development. An email survey of free description method with 29 in-service science teachers with a variety of years of experience in Ibaraki Prefecture, Japan, revealed that Japanese science teachers have developed their expertise through very close daily-based communication with their peer science teachers. At least, within their consciousness, neither formal in-service training programs, nor pre-service training programs have had much stronger effects on their professional development than such non-formal, daily-based, deep, apprenticeship-typed or in some sense, family-typed communication. The results suggest that in order to conduct meaningful comparative studies, we should take much more attention to how to make access to reality of science teachers' professional development.

이식면역학의 역사적 고찰 (Transplantation Immunology from the Historical Perspective)

  • 박정규
    • IMMUNE NETWORK
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    • 제4권1호
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    • pp.1-6
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    • 2004
  • Transplantation would be the only way to cure the end-stage organ failure involving heart, lung, liver, kidney and pancreas. The replacement of the parts of the body damaged to lose its function or lost to trauma must be a dream of human-being. Human history is replete with chimeras, from sphinxes to mermaids, making one wonder if the ancients might actually have dreamed of what now is called 'xenotransplantation'. In the 20th century, the transplantation of organs and tissues to cure disease has become a clinical reality. The development in the fields of surgical techniques, physiology and immunology attributed to the successful transplantation in human. In the center of the successful transplantation lies the progress in understanding the cellular and molecular biology of immune system which led to the development of immunosuppressive drugs and the invention of the concept of immunological tolerance. The mandatory side effects of immunosuppressive drugs including infection and cancer forced us to search alternative approaches along with the development of new immunosuppressive agents. Among the alternative approaches, the induction of a state of immunologic tolerance would be the most promising and the most generic applicability as a future therapy. Recent reports documenting long-term graft survival without immunosuppression suggest that tolerance-based therapies may become a clinical reality. Last year, we saw the epoch making success of overcoming hyperacute rejection in porcine to primate xenotransplantation which will lead porcine to human xenotransplantation to clinical reality. In this review, I dare to summarize the development of transplantation immunology from the perspective of history.

Mixed Reality Visualization of Financial Accounting Data

  • Tanlamai, Uthai;Savetpanuvong, Phannaphatr;Kunarittipol, Wisit
    • Journal of Information Technology Applications and Management
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    • 제18권1호
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    • pp.1-14
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    • 2011
  • Mixed reality (MR) representation of accounting numbers is used as an alternative way of virtually engaging users of real three dimensional graphics of financialdata. An experiment was conducted to compare the usability and knowledge drawn from utilizing a table of numbers versus MR representations. The results showed that when MR was used, the participants' ratings of the firm's financial status and performance were more congruent with those of experts than when a table was employed. Also, MR was seen as providing less complex information with a shorter amount of time being spent and was perceived as being easy and useful.

Best Practice on Inspecting the Abnormal State of Bridge (Engineering works) Establishment with Augmented Reality (AR) Mechanism

  • Janghwan Kim;So Young Moon;R. Young Chul Kim
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.168-174
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    • 2023
  • In the current world, with the massive scale of SOC construction, it is difficult to diagnose and check all of a bridge's abnormal states with even the experts' eyes for maintenance. It is because we should spend huge costs and time on maintenance. Still, there are not many alternative ways to inspect bridges remotely regarding accuracy or reality. Therefore, we remark on the advantages and disadvantages of previous methods through practices in SOC maintenance. To inspect the abnormal state of the Bridge, we suggest inspecting bridges with an Augmented Reality (AR) mechanism to reduce cost, human resource consumption, and the risk of work. Through the proposed approach, we expect that it provides ways to solve massive construction problems with software-based technologies.

도심형 테마파크 계획에서 가상현실공간 연출에 관한 연구 (A Study on Expression of Virtual Reality Space in Planning Urban Theme Park)

  • 최성은;윤재은
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2002년도 춘계학술발표대회 논문집
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    • pp.125-129
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    • 2002
  • Economic growth and complex urbanization due to modern rapid industrialization prompt us necessarily to require rests and civic entertainments. Various leisure activities appear to be the type of theme park which has compound natures, and now these are being developed to leisure cultures with new conception. Here, this study presents a desirable direction of new entertainment through virtual reality in the theme park type of the 21st century's alternative entertaining space that citizens are easily accessible, maximizes experiences and meets the entertainment instinct.

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가상현실(VR)의 의료분야 적용 동향 (Application of Virtual Reality in the Medical Field)

  • 전황수
    • 전자통신동향분석
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    • 제34권2호
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    • pp.19-28
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    • 2019
  • In recent years, medical and health care fields have attracted attention for virtual reality (VR) applications. VR technology is emerging as a healthcare specialist and psychotherapy alternative to cope with the increase in the demand for the treatment of conditions such as psychological diseases caused by old age and stress. Using VR, virtual patients or organs can be trained, and the medical staff can plan and pre-test before surgeries. The use of VR technology for psychotherapy and rehabilitation of one-to-one, face-to-face treatment allows a single physician to respond to multiple health care needs.

효율적인 건축디자인을 위한 가상현실을 활용한 공간경험연구 (Human Experience Using Virtual Reality for an Optimal Architectural Design)

  • 전수경;차승현
    • 한국BIM학회 논문집
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    • 제14권1호
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    • pp.1-10
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    • 2024
  • Virtual reality is one of the key emerging technologies of the 21th century and it has been used in a variety of ways in the fields of architectural research. Virtual reality is presented as an ideal alternative for studying the interaction between space and humans because it provides a realistic spacial experience while allowing experimenters to control environmental variables at a low cost easily. It allowed us to deepen our knowledge of human spatial experience in the built environment. However, existing reviews do not include the following points: 1) previous review research has been focused on using virtual reality technology in construction and engineering, not spatial experience, 2) recently, some review researches started to study the interaction between space and humans in the built environment, however, they do not suggest specific concepts of spatial experience. The present review aims to examine the existing literature about measuring spatial experience using virtual reality in architectural design. The study conducted a systematic qualitative review that analyzes and synthesizes the evolving literature regarding design elements, methodology, and usability. The study concludes with an overall discussion and their potential for providing further directions for future research.

NFC 태그를 활용한 ARG 게임의 설계 및 구현 (Design and Implementation of the Alternative Reality Game using NFC Tags)

  • 이영하;강승우;백승혁;하민호;이상준
    • 한국게임학회 논문지
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    • 제15권6호
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    • pp.141-148
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    • 2015
  • 현재 대부분의 게임은 가상공간에서만 이루어지기 때문에 사용자의 실질적인 움직임이 없이 단순한 조작으로 수행되며, 이로 인해 사용자의 신체 및 정신에 다양한 부작용이 발생한다. 대체 현실 게임은 기존 온라인 게임과 달리 가상 공간과 현실 세계를 연계하여 기존 게임의 부작용을 완화할 수 있는 새로운 게임 장르이며, 게임 참여자간의 사회적 친밀감의 증가로 단순한 게임을 넘어서 새로운 사회적 유대를 형성하는 수단이 될 것으로 기대되고 있다. 본 논문에서는 모바일 기기와 NFC 태그를 활용한 대체 현실 게임의 실제 구현을 보인다. 이를 위해 대체 현실 게임을 제작하기 위한 새로운 편집기와 이를 플레이하기 위한 모바일 기기 기반의 게임 실행기를 구현하였으며, 편집기를 통해 제작된 게임은 모바일 게임 실행기를 통하여 실행된다.