• 제목/요약/키워드: Education of multimedia-related department

검색결과 28건 처리시간 0.03초

Overview of Motion-to-Photon Latency Reduction for Mitigating VR Sickness

  • Ryu, Yeongil;Ryu, Eun-Seok
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권7호
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    • pp.2531-2546
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    • 2021
  • For several years, virtual reality (VR) and augmented reality (AR) technologies have been improving. However, some hurdles remain that slow down the distribution of VR and AR devices, such as head-mounted display (HMD), and related consumer content. One issue is VR motion sickness, which has been experienced by users using 360 degree VR content via HMD. This paper discusses the related international standardization work that classifies the factors causing VR sickness, and proposes the process for VR sickness level evaluation. Among the factors causing VR sickness, many research institutes regard minimizing MTP (Motion-to-Photon) latency as the key enabler to mitigate VR sickness. Thus, this paper introduces research trends of MTP latency measurement and MTP latency mitigation. This paper categorizes the research on MTP latency measurement into 2 categories of hardware-based approach and software code-level approach. The 2 approaches have different pros and cons depending on use-case, purpose, and architecture of each multimedia system. The pros and cons are addressed in this paper. Additionally, the research on mitigating MTP latency with diverse strategies such as proactive computing, caching, and edge server technology is explained, and compared to conventional technologies, shows improved performance.

대학생 음주문제 예방 프로그램 개발 및 효능성 평가 (Development and Efficacy Evaluation of a Web-based Prevention Programs of Alcohol-related Problems for University Students)

  • 김광기;제갈정;박민수;이재국
    • 보건교육건강증진학회지
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    • 제28권5호
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    • pp.131-143
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    • 2011
  • Objectives: This study is to develop a web-based prevention program of alcohol-related problem among university students and to examine its efficacy in changing drinking behaviors and reducing harms associated with alcohol use. Methods: An hour-length program was developed containing news paper articles, pictures, stories and questionnaires in a multimedia format such as flash, animation, and text. Survey data were analyzed to examine program efficacy from a convenient sample of 1,080 freshmen enrolled in a participating university. Results: Participation in the program has resulted in statistically significant changes in drinking behavior between pretest and follow-up, including reduction of frequency of drinking, heavy drinking, and intoxication, typical amount of drinking per occasion, and subjective norm of heavy drinking. Repeated ANOVA revealed significant increases in knowledge on alcohol related facts, including recommended drinking unit by WHO with substantial level of effect size and in making negative alcohol expectancy with very low effect size. Further studies are guaranteed with randomized controlled trial for the program effectiveness. Conclusions: A web-based prevention program of alcohol-related problems in this study was efficacious in changing drinking behavior, knowledge on alcohol-related fact, alcohol expectancy and subjective drinking norm.

ActiveX 컨트롤을 이용한 단순화된 웹 기반 디지털 논리회로 시뮬레이터 (A Simplified Web-based Simulator for Digital Logic Circuits Using ActiveX Control)

  • 김동식;한희진;서삼준;김희숙
    • 공학교육연구
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    • 제6권1호
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    • pp.5-14
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    • 2003
  • 본 논문에서는 디지털논리회로의 여러 가지 원리를 이해하고 확인해보기 위해 비주얼베이직의 ActiveX 컨트롤을 이용하여 단순화된 웹 기반 디지털 시뮬레이터를 개발하였다. 개발된 디지털시뮬레이터는 디지털 논리회로 학습에 있어 필수적인 기능만이 구현되었으며, 학습자가 스스로 구성한 디지털 회로를 직접 웹상에서 시뮬레이션 해 봄으로써 디지털시스템에 대한 설계 및 해석이 가능하도록 제작되었다. 개발된 디지털 시뮬레이터가 디지털 논리회로에 대한 멀티미디어 컨텐츠와 함께 웹에 제공된다면 교육현장에서 교육보조도구로써 활용이 가능하고 또한 학습효율의 극대화를 이를 수 있으리라 생각된다. 제안된 시뮬레이터의 유효성을 입증하기 위해 몇 가지 디지털 논리회로에 대한 시뮬레이션 결과를 제시하였다.

중.장년층의 성공적 노후를 위한 웹기반 노년기 준비 교육프로그램의 개발 (Development of a Web-based Senescence Preparation Education Program for Successful Aging for Middle-aged Adults)

  • 정영미
    • 대한간호학회지
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    • 제38권6호
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    • pp.831-842
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    • 2008
  • Purpose: The purpose of this study was to develop a web-based senescence preparation education program to promote successful aging. Methods: This program was developed based on Network-Based Instructional System Design (NBISD) model, using the following 5 processes: analysis, design, development, implementation, and evaluation. The program was operated for 10 weeks from March 17 to May 25, 2008. Results: There were 4 menu bars, introduction, related data, lecture room, and communication on the main page. In the operation of this program, HTML, ASP, JAVA Script, Namo web editor, Edit Plus, Front Page and multimedia technology were applied. The program content consisted of understanding elderly people, physical health, activity & exercise, nutrition, medication use, psychological health, intellectual health, understanding death, welfare system and leisure activity. Conclusion: This program could be a useful means to provide senescence preparation information to middle-aged adults. Also, it is expected to offer individualized learning opportunities to many learners in various settings. Nurses should further develop and facilitate various learning strategies including web-based programs for elder care.

운전자 설문을 통한 자동차 운전자의 실수 확률 추정 (Estimation of Car Driver Error Probabilities Through Driver Questionnaire)

  • 이재인;임창주
    • 한국안전학회지
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    • 제22권1호
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    • pp.61-66
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    • 2007
  • Car crashes are the leading cause of death for persons of every age. Specially, human-related factor has been known to be the primary causal factor of such crashes than vehicle-and environmental-related factors. There are various studies to analyze driver's behavior and characteristics in driving for reducing the car crashes in many areas of car engineering, psychology, human factor, etc. However, there are almost no studies which analyze mainly the human errors in driving and estimate their probabilities in terms of human reliability analysis. This study estimates the probability of human error in driving, i.e. driver error probability. First, fifty driver errors are investigated through DBQ (Driver Behavior Questionnaire) revision and the error likelihoods in driving are collected which are judged by skillful drivers using revised DBQ. Next, these likelihoods are converted into driver error probabilities using the results that verbal probabilistic expressions are changed into quantitative probabilities. Using these probabilities we can improve the warning effects on drivers by indicating their driving error likelihoods quantitatively. We can also expect the reduction effects of car accident through controlling especially dangerous error groups which have higher probabilities. Like these, the results of this study can be used as the primary materials of safety education on drivers.

사춘기 청소년의 성교육 활성화를 위한 인터넷기반 교수-학습 프로그램의 내용설계 및 평가도구 개발 (Design and Evaluation of the Program on the Internet for Sexuality Education of Adolescences)

  • 강남미;김영란;박영숙;손인숙;이성호
    • 여성건강간호학회지
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    • 제8권4호
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    • pp.595-607
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    • 2002
  • Sexuality education in the period of adolescents need much care and attention. The programs of sexual education through the Internet are excellent resources for adolescents to gain the information related to their sexual health. And systematic program which is necessary for adolescents to manage their sexual health has been rarely found in Korea. The purpose of this study was to offer valuable database for program design and evaluation on sexual education of middle school students through the Internet. Needs assessment for the information of sexual education on the internet among middle school students were carried out. A questionnaire survey was conducted with respondents of 602 middle school students from January to March in 2002. In the sexual counseling center for middle school students, counseling cases through internet were analyzed and evaluated from October, 2001 to September, 2002, We have selected 16 Sexual educational websites in Seoul confirmed Korean Educational Human Resource. Contents which was illustrated in 16 sexual educational websites were analyzed and evaluated by 12 sexual counselors. Design and evaluation of the program on the internet for sexuality education of adolescences was conducted on the basis of this study results by middle school expert teachers, sexual counselors, sexuality education professionals. Data was statistically analyzed using dBSTAT 4.0 for Windows. The extent and phase of the teaching-learning program of the sexuality education on the internet was seen as follows : 1. We evaluated to need for sexuality education on the internet by middle school student. 2. We assessed the properness of sexuality education curriculum on the internet frequently used by middle school students. 3. We designed teaching strategy and learning program for sexuality education of the middle school students. 4. We developed the assessment method for the teaching-learning program of the sexuality education in adolescences on the internet. Middle school students responded that sexual education through Internet is needed in the order of programs related to acquaintances with opposite sex, Sexual culture and ethics, Sexual health, Reproductive health structure and development, Marriage and family, Psychology of Sexuality, Pregnancy and birth. In the internet counseling, cases on the 'reproductive health structure and development' was ranked as the top. In short we have found the most needs as follows; Meaning of the marriage life and having family, Sexes and Love, Human relation, Sexual Culture.We recommend as follows on the basis of this study results: 1. It is necessary for sexuality education program on the internet to specify according to age and target the specific individual needs. 2. Sexual educators have to employ various educational materials such as flash, cartoon, multimedia in order to provide effective sexuality education. 3. Internet based sex education need to be evaluated regularly through reassessment of the effectiveness of sexuality education for content quality and richness.

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A Web-based Virtual Laboratory System For Electronic Circuit Experiments

  • Kim, Dong-Sik;Seo, Sam-Jun
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.1794-1797
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    • 2003
  • We developed a web-based virtual laboratory system for electronic circuit experiments on the client/ server distributed environment. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to electronic circuit experiments and how to operate the experimental equipments such as multimeters, function generators, digital oscilloscopes and DC power suppliers. The proposed virtual laboratory system is composed of four important components: Principle Classroom to explain the concepts and theories of electronic circuit operations, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the Management System every classroom is organically tied together collaborating to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

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Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • 대한인간공학회지
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    • 제31권4호
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

LOD 시스템 개발과 공학실험과목의 콘텐츠 제작 (Development of LOD System and Contents Production of Experimental Course in Engineering)

  • 서상호;노형운;조민태;양수봉
    • 공학교육연구
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    • 제3권1호
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    • pp.63-72
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    • 2000
  • 미래 지향적 공학교육은 기본이론을 철저하게 습득시키고 다양한 실험교육을 통해 창의성을 함양하며, 실제 사회와 연계된 실용성에 중점을 두어야 한다. 본 논문에서는 교육 패러다임의 변화에 발맞추어 LOD 시스템의 개발방향을 제시하고 공학실험과목의 콘텐츠를 제작하는 방법을 소개하였다. Internet 기반의 LOD시스템을 구축할 때 코스웨어 개발에 필요한 고려사항과 설계방안을 검토하여 이를 공학실험과목의 콘텐츠 제작시 적용하였다. 본 연구의 결과는 실험교과내용을 충실하게 설명하고, 공학실험에 필요한 학습보조자료와 멀티미디어 자료를 제공하여, 학생들의 학습증진에 기여할 뿐만 아니라 대학의 미래상을 예측하고 이를 구현함으로서 대학의 나가야 할 방향을 제시할 수 있을 것이다.

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Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • 디자인학연구
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    • 제19권3호
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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