• Title/Summary/Keyword: Digital Human Empathy

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Expanded Role of Empathy in Metaverse Environment Where AI is Applied (AI가 적용될 메타버스 시대를 위한 확장된 공감의 역할)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.87-99
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    • 2021
  • As face-to-face social exchanges are limited by the pandemic, the influence of the metaverse, a virtual space crosses virtual and reality, is gradually expanding. Various metaverse platforms are currently taking advanced AI technology to provide users with a more diverse experience. However, as a result, if AI-human communion in the metaverse space is as active as the relationship between humans, this may lead to side effects that threaten humanity. This study emphasized the value of empathy as a way to minimize the side effects, and suggested that the concept and role of empathy need to be expanded. Accordingly, we conducted an empirical study to examine the difference between social relationship in the metaverse and in real life at the current level, and based on the results, we predicted the future social relationship in the environment where AI was applied to the metaverse. Combining the study, we proposed "Digital Human Empathy" for human dignity in the digital age.

Digital Human Empathy Index (DHEI) for the Era of Human-AI Symbiosis (AI와 인간 공생의 시대를 위한 디지털휴먼공감지표 개발)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.1-16
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    • 2022
  • The current AI technology has been developing rapidly enough to realize or even exceed the level of abilities that only humans had in the past. In the near future, it is predicted that humans and AI will influence each other as members of the metaverse society. Therefore, this study emphasizes the importance of empathy as a core competency for humans to pursue happiness while maintaining the dignity of humans in the era when AI and humans will coexist in the metaverse. In this study, 'Digital Human Empathy Index (DHEI)' is developed that reflects the social nature of computer-mediated communication in the metaverse As a result, DHEI consisted of a total of 7 factors, which are Perspective Taking, Self/Other Awareness, Contextual Understanding of Systemic Barriers, Impact Assessment, Solidarity, Being Peaceful, and Anthropomorphism. This study is expected to contribute to setting the direction of future education by suggesting a new measure of empathy.

Study on Fostering Empathy by Design Education -Focusing on Elementary Education- (디자인 교육을 통한 공감능력 함양에 관한 예비적 고찰 -초등교육을 중심으로-)

  • Jeong, Won-Joon;Kim, Chang-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.423-428
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    • 2018
  • The purpose of this study is to suggest the necessity of fostering empathy through design education since elementary education in order to develop human resources required in the artificial intelligence society. First we studied the definition, necessity and the present domestic state of design education. Also studied the elements of empathy, its necessity in the age of artificial intelligence, and how children can enhance empathy. Finally, we researched cases of design and empathy education abroad. In conclusion, the Nordic countries have developed social innovations through design and high levels of empathy. Also, design education in the form of playing with the process of communication, discussion and cooperation is important. Based on this study, we hope various design education programs develop that can foster empathy.

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

A Systematic Review of the Virtual Reality Program for Dementia Education (치매교육을 위한 가상현실 프로그램에 대한 체계적 고찰)

  • Kim, Suhyun;Park, Heeok
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.195-202
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    • 2021
  • This study is a systematic review study to confirm the characteristics, effects, and application strategies of domestic and foreign virtual reality programs provided by dementia education. This study is based on the literature published up to July 2020, CINAHL, Cochrane, EMBASE, and Pubmed electronic databases were used overseas, and RISS, KISS, and DBpia were searched in Korea. Based on the selection criteria and exclusion criteria, the final six papers were used for analysis. As a result of the analysis, the subjects of the selected literature were two informal caregivers (33.3%), one general (16.7%), and three students (50.0%) including nursing students and medical and pharmacy students. The virtual reality program was effective in a total of five areas(empathy ability, dementia attitude including knowledge and comfort of dementia, trust in own abilities, dyadic relationship scale), of which 75% of the studies measured empathy ability had significant effects. The results of this study confirm that virtual reality technology can be used for human-centered nursing based on empathy.

Metaverse Interaction Technology Trends and Development Prospects (메타버스 상호작용 기술 동향 및 발전 전망)

  • S.M. Baek;Y.H. Lee;J.Y. Kim;S.H. Park;Y.-H. Gil
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.12-23
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    • 2024
  • The Metaverse industry is developing rapidly, and related technologies are being actively improved. Tools such as controllers, keyboards, and mouses are used to interact in the Metaverse, but they are not natural and intuitive interfaces to resemble real-world interactions. Immersive interaction in a Metaverse space requires the engagement of various senses such as vision, touch, and proprioception. Moreover, in terms of body senses, it requires a sense of body ownership and agency. In addition, eliciting cognitive and emotional empathy based on non-verbal expression, which cannot be suitably conveyed to the digital world, requires higher-level technologies than existing emotion measurement solutions. This diversity of technologies can converge to build an immersive realistic Metaverse environment. We review the latest research trends in technologies related to immersive interactions and analyze future development prospects.

Metaverse as a future living environment of Homo Culturalis (문화적 인간의 미래 생활환경으로서 메타버스)

  • Lee, Arum;Oh, Min Jung
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.167-176
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    • 2022
  • In this paper, the metaverse is viewed as a future space for the living environment of Homo Culturalis. Although the metaverse is perceived as a digital 'virtual' space, it should be understood as an extension of the real space. A human dreams of a reincarnation in the digital space, but a human has a body that cannot be completely separated from the physical environment. This means that human activities are not disconnected from reality and more specifically the human existence ought to be found in the socio-cultural context of reality. If the way of life in Metaverse becomes increasingly common, humans should be able to access this metaverse as a reality. Therefore, in this paper, the metaverse that creates the world of creation, play, and empathy, becomes considered as the world of human life of Homo Culturalis, where the realization of human desires and desires in that world are made.

A Case Study of the Use of Artificial Intelligence in a Problem-Based Learning Program for the Prevention of School Violence (학교폭력 예방을 위한 가정과 AI 기반 문제중심학습 수업 사례연구)

  • Jae Young Shim;Saeeun Choi
    • Human Ecology Research
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    • v.61 no.1
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    • pp.15-28
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    • 2023
  • The aim of this study was to develop, implement, and evaluate the use of Artificial Intelligence in the prevention of violence among middle-school students. The sample for this study consisted of 20 first-year middle-school students who participated in theme selection activities in a free semester program as part of their home economics studies. The data for the study consisted of nine class observation logs, four group activity outputs, 30 class results, an online survey, and in-depth interviews with three students. A program called "R.U.OK" was developed by setting problematic situation for school violence prevention linked to the contents of the Home Economics Education(HEE) curriculum. After the program was implemented, the survey on the students' class satisfaction content elements, with AI-based learning activities and PBL and interest, displayed high points, with an average of 4.0 or higher. Our qualitative analysis produced four significant results. First, students' concerns about school violence had increased and they showed a change in attitude, having more empathy with friends and more interest in their surroundings. Second, digital and AI literacy had improved, and students' interest in digital media learning had increased. Third, there had been an improvement in problem-solving ability in terms of being able to think more critically and independently. Fourth, the results also demonstrated that there had been a positive effect on self-direction and an improved capacity for teamwork. This study was significant in demonstrating the effectiveness of a program for the prevention of school violence based on the use of digital technology in the educational environment.

The Study on the Application Plan of democratic citizenship education for Christian Education in the era of Climate Crisis (기후 위기 시대에 기독교 교육을 위한 민주시민교육의 적용방안)

  • Jang-Heum Ok
    • Journal of Christian Education in Korea
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    • v.74
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    • pp.7-31
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    • 2023
  • The climate crisis threatens Earth's ecosystems and biodiversity. In particular, it can be said that the cause of the global crisis began with human greed. An educational alternative is needed to change the Christian worldview that causes greed. The purpose of this study is to find ways to apply democratic citizenship education to Christian education as an alternative to overcome the climate crisis. The contents of the study to achieve the purpose were first the essence of Christian citizenship education was examined by dividing it into citizenship education, democratic citizenship education, and Christian citizenship education. Second, The model of democratic citizenship education was established by defining its goals, content, methods, and directions within the context of Christian citizenship education. Third, the application plan of Christian education for democratic citizenship education was classified into 7 categories and proposed; environmental education to overcome the climate crisis, ethical education to restore the public role of the church, education to form God's character, education to realize the village education community, education that promotes Christ's peace and Christ education that fosters consideration for multicultural individuals, and literacy education to prevent the negative impacts of digital media culture. Next, the plan to apply democratic citizenship education to Christian education is, first, to reduce human greed and restore God's creation order through environmental education that can overcome the climate crisis. Second, through ethics education to restore the church's public nature, it is necessary to restore the church's role for the church's moral empathy and publicity. Third, through the education that forms the God's character, it is necessary to form a mature character of faith in which personality and faith are harmonious and balanced. Fourth, schools, villages, and churches form a community through education that realizes a village education community so that the members of the village can obtain educational results. Fifth, through education that aims for the peace of the God Christians should be able to live as Christian democratic citizens who achieve peace in the kingdom of God. Sixth, through education that considers multicultural people, faith education that helps them overcome discrimination, exclusion, and hatred toward multicultural people with the love of Jesus Christ and seek a life of coexistence. Seventh, through literacy education that prevents the harmful effects of digital media culture, personal ability to read and write in media should ultimately be improved to the ability to practice socially.