• 제목/요약/키워드: Experiences in Reality

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What is meaning of internet game to the University students?

  • Kim, Jung-Ae
    • International Journal of Internet, Broadcasting and Communication
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    • 제8권2호
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    • pp.75-80
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    • 2016
  • Objectives : The objective of this study is to examine the experiences of Internet game experience targeting to University students in Korea. Research topics was "What is meaning of internet game to the University students?" Methods : Classical phenomenology underpinned this study. Seven qualitative studies of University students were conducted between 20 and 23 years old. Semi-structured interviews were conducted. Interviews were audio recorded and transcribed verbatim. Phenomenological thematic analysis of data was undertaken. Results : The findings pivot around three interconnected themes :[Expectations for the emotional needs], [Spend time in the cyberspace], [Relieve stress throughout the game], [Instead of satisfaction from virtual reality], [Internet gaming repeat and desires]. The basic need for getting into internet game was [satisfaction from virtual reality was identified]. While internet games was eliminated stress, [Expectations for the emotional needs] and [Spend time in the cyberspace] were the catalyst that makes them repeatedly getting into Internet the game. Based on the result, I suggest that Internet gaming should be recognized as a tool to relieve stress for college students, But it is not satisfied with the reality in virtual space. Therefore, the strategy must be to recognize reality accompanying. And Using a lot of time in cyberspace make them cause of internet game addiction. Therefore, it requires a systematic strategy for the Internet using time limits. Also the emotional needs met were motivated to repeat an Internet game. So another way to meet the emotional needs to college students should be sought.

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
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    • 제13권4호
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    • pp.876-892
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    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

Understanding the Importance of Presenting Facial Expressions of an Avatar in Virtual Reality

  • Kim, Kyulee;Joh, Hwayeon;Kim, Yeojin;Park, Sohyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • 제11권4호
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    • pp.120-128
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    • 2022
  • While online social interactions have been more prevalent with the increased popularity of Metaverse platforms, little has been studied the effects of facial expressions in virtual reality (VR), which is known to play a key role in social contexts. To understand the importance of presenting facial expressions of a virtual avatar under different contexts, we conducted a user study with 24 participants where they were asked to have a conversation and play a charades game with an avatar with and without facial expressions. The results show that participants tend to gaze at the face region for the majority of the time when having a conversation or trying to guess emotion-related keywords when playing charades regardless of the presence of facial expressions. Yet, we confirmed that participants prefer to see facial expressions in virtual reality as well as in real-world scenarios as it helps them to better understand the contexts and to have more immersive and focused experiences.

A narrative review on immersive virtual reality in enhancing high school students' mathematics competence: From TPACK perspective

  • Idowu David Awoyemi;Feliza Marie S. Mercado;Jewoong Moon
    • 한국수학교육학회지시리즈A:수학교육
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    • 제63권2호
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    • pp.295-318
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    • 2024
  • This narrative review explores the transformative potential of immersive virtual reality (IVR) in enhancing high school students' mathematics competence, viewed through the lens of the technological, pedagogical, and content knowledge (TPACK) framework. This review comprehensively illustrates how IVR technologies have not only fostered a deeper understanding and engagement with mathematical concepts but have also enhanced the practical application of these skills. Through the careful examination of seminal papers, this study carefully explores the integration of IVR in high school mathematics education. It highlights significant contributions of IVR in improving students' computational proficiency, problem-solving skills, and spatial visualization abilities. These enhancements are crucial for developing a robust mathematical understanding and aptitude, positioning students for success in an increasingly technology-driven educational landscape. This review emphasizes the pivotal role of teachers in facilitating IVR-based learning experiences. It points to the necessity for comprehensive teacher training and professional development to fully harness the educational potential of IVR technologies. Equipping educators with the right tools and knowledge is essential for maximizing the effectiveness of this innovative teaching approach. The findings also indicate that while IVR holds promising prospects for enriching mathematics education, more research is needed to elaborate on instructional integration approaches that effectively overcome existing barriers. This includes technological limitations, access issues, and the need for curriculum adjustments to accommodate new teaching methods. In conclusion, this review calls for continued exploration into the effective use of IVR in educational settings, aiming to inform future practices and contribute to the evolving landscape of educational technology. The potential of IVR to transform educational experiences offers a compelling avenue for research and application in the field of mathematics education.

후속 출산을 포기한 한 자녀 어머니들의 임신·출산 및 양육경험에 대한 질적 분석 (A Qualitative Study on the Experiences of Mothers Who Have Abandoned Their Additional Birth Plans)

  • 진경선;김고은
    • 한국보육지원학회지
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    • 제16권4호
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    • pp.1-29
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    • 2020
  • Objective: The present study aimed to explore the experiences of mothers who have abandoned their additional birth plans since their first child was born. Methods: During in-depth interviews, mothers were asked to recall their own experiences of motherhood. The interview data were analyzed using the grounded theory. Results: The central phenomenon was 'The burden of raising a child is too heavy for mothers to carry alone.' The causal conditions were 'First experience: Unpredictable life', 'Physical and psychological difficulty', and 'Spouse's absence.' The contextual conditions were 'Expectations and reality of parenting' and 'Workplace conditions.' The mothers used interaction strategies of 'Defusing conflict only on a surface level: Giving up', 'Reliance on grandmothers', and 'Downgrading career aspirations.' These strategies were mediated by intervening conditions, 'Stereotypes and experiences of non-family nanny', 'Child's development', and 'Family conflict.' The results were 'Endless guilt', 'Ambivalence between independence versus interdependence' and 'Unfairness: Why only me?' Finally, the process of psychological conflict was identified to account for the steps leading mothers to give up on their birth plans. Conclusion/Implications: During the first experience of motherhood, mothers' conflict gets escalated despite their struggles. These experiences might discourage their additional birth plans. These results provide implications for policies to increase fertility rates.

노인요양시설 입소자들의 의료적 요구에 대한 간호직 종사자들의 관리 경험 (Nursing Staffs' Experiences of Managing Medical Needs of the Elderly in Korean Long-term Care Facilities)

  • 박민정;서은영;이정면
    • 성인간호학회지
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    • 제25권4호
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    • pp.409-421
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    • 2013
  • Purpose: This qualitative study was designed to explore and describe the nursing staff reported experiences of managing the medical needs of nursing home residents in South Korea. Methods: Using a focus group interview method, qualitative data were collected from March to May 2012. Twenty five registered nurses and nurse aids working in nursing homes were recruited through a convenient sampling method. Participants participated in one of four focus group interviews lasted up to two hours in which their day-to-day experiences of taking care of the medical needs of the elderly residents. All interviews were recorded and transcribed in verbatim, and analyzed according to the qualitative thematic analysis method using MAXQDA software. Results: The overriding theme was 'experiencing differences between the requirements of the regulatory system and the actual reality of the work place.' The findings of differences between what were true and what is required was based in four subcategories. The nursing home residents had far more medical needs than what were reported. Another finding was that the family members were seen as non-supportive and negligent towards the residents. Conclusion: The findings of the study support the need for changes in the regulatory system. The regulatory limitations of current system with a shortage of resources pushed the participants to experience discrepancies between the required regulation and the reality. Additional research could contribute more exemplars to support changes.

간호대학생의 진로탐색과정: 예비간호사의 진짜 간호사 찾아가기 (Career Exploration Process of Nursing Student in Clinical Practice: A Voyage to Find the Authentic Nurse of Pre-registration Nurses)

  • 손현미;홍윤경;김영혜
    • 한국간호교육학회지
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    • 제25권1호
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    • pp.69-82
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    • 2019
  • Purpose: The purpose of the study is to understand the experiences of career exploration among nursing students during their clinical practice and to develop a theoretical framework for the career exploration process. Methods: From February 2 to 28, 2015, data were collected through focus group interviews from 24 participating fourth-year nursing students. The data were analyzed using grounded theory. Results: The central phenomenon of 'confusion between the ideal and the reality of nursing' occurred in contexts for various reasons of choosing one's major, nurses in the ideal, a vague fear of the field, arduous nursing assignments in the field, and severe adversity in the nursing field. Nursing students tried to deal with their confusion by using interaction strategies such as pursuing the intrinsic value of nursing, finding role models, trying to project oneself, and preparing for adapting to reality. The career exploration process in clinical practice was a voyage to discover the authentic nurse of the pre-registration nurse. Conclusion: This result shows that nursing students were to gain confidence in their career choices by finding the value of nursing and interacting with patients. Therefore, opportunities for learning experiences about interaction with patients and various positive experiences in clinical practice should be provided for nursing students.

시설거주 양육미혼모 삶의 경험에 관한연구 (A Study on Life Experiences of Unmarried Mothers Residing in Shelter)

  • 이정실
    • 한국콘텐츠학회논문지
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    • 제20권7호
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    • pp.636-652
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    • 2020
  • 이 연구의 목적은 현상학적 연구를 통하여 출산 후 시설에 거주하는 양육미혼모 삶의 경험구조와 본질을 심층적으로 이해하기 위함이다. Methods: 2016년10월1일부터 2017년 2월까지 9명의 양육미혼모를 대상으로 심층면담을 통하여 자료를 수집하였으며, Colazzi의 현상학적 연구방법을 이용한 질적 연구이다. 연구결과: 출산 후 시설에 거주하는 양육미혼모 삶의 경험은 네 가지의 주제모음과 15개의 주제로 나타났다. 네 가지의 주제모음은 '출산과 양육과정', '모자보호시설의 생활', '당당한 엄마로 홀로서기', '풀리지 않은 실타래'으로 경험되었다. 결론 : 출산 후 양육미혼모들은 외롭고 고달픈 현실을 혼자 감당해야 한다는 심리적 압박감을 경험하지만 아이와 이 현실을 극복하기 위해 고군분투하였다. 양육미혼모들은 자신이 선택한 삶을 아이와 당당하고 행복하게 살기를 희망하고 있었다. 이에 미혼모가 안정적으로 살아 갈 수 있는 주거 환경적 지원과 미혼모를 바라보는 부정적인 사회적 시선과 차별을 버리고 서로의 다름을 인정하며 함께 더불어 살아가도록 사회 전반의 인식 전환이 필요하다.

증강현실 기반의 3차원 도자기 모델링 시스템 (3D Pottery Modeling in Augmented Reality)

  • 한갑종;황재인;최승문;김정현
    • 한국HCI학회논문지
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    • 제2권2호
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    • pp.19-26
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    • 2007
  • 이 논문에서는 증강현실을 이용하여 디포머블(Deformable)한 3차원의 도자기 모델을 손을 이용하여 자연스러우면서도 직관적으로 변형시키고, 이를 실제 물체들과 같이 디스플레이 해 줌으로써 실재감을 느낄 수 있는 새로운 시스템을 제안한다. 제안된 시스템에서는 값비싸면서도 거추장스러운 장비를 사용하지 않고도 카메라와 마커의 상대적인 위치를 통해서 손의 위치를 알아내게 되고, 일반적으로 물체를 변형시킬 때 사용하는 손의 움직임을 본떠 6가지 형태의 모델링 인터페이스 및 버튼형 인터페이스를 제공한다. 그리고 실시간으로 변형된 모델에 대한 결과를 증강현실을 이용하여 디스플레이 해 주는 방법을 통해서 물체의 크기 및 모양을 좀 더 실재감 있게 느낄 수 있게 한다. 이러한 방법은 비단 도자기뿐만 아니라 다양한 분야에 활용 가능하며, 보통 컴퓨터가 있는 집에 화상카메라가 하나 정도는 있다는 점에서 교육적인 용도로써의 활용 가능성이 상당히 크다 할 수 있을 것이다.

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초등학교 교사의 유니티 물리엔진을 활용한 증강현실 과학교육 자료개발 경험 분석 (Analysis of Elementary School Teachers' Experiences with Using the Unity Physics Engine to Develop Augmented Reality Science Educational Materials)

  • 김형욱
    • 한국초등과학교육학회지:초등과학교육
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    • 제43권3호
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    • pp.385-401
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    • 2024
  • 본 연구는 초등학교 교사 5인이 유니티 물리엔진을 활용하여 AR 과학교육 자료를 개발하고 그 과정에서 겪을 수 있는 경험과 논의한 사항에 대하여 단계별로 정리한 것이다. 교사들은 AR 자료개발을 위한 준비 단계에서 AR 기술의 특징을 탐색하였으며, 단원 선정에 대한 논의를 바탕으로 자기 단원에 자기장 관련 실험을 AR 자료로 제작하기로 하였다. 또한 C# 프로그래밍 언어에 대한 배경지식 부족으로 인한 어려움을 준비 단계에서 호소하였다. 자료개발의 단계에서는 유니티 프로그램의 생소한 인터페이스와 기능 조작에 대한 어려움이 있었으나 이는 교사들의 지식 공유와 협력적 의사소통으로 극복하는 모습을 보였다. 최종 개발한 자료는 마커 유형의 AR 자료이며 자석과 나침반 마커의 위치를 변화시키면서 실험 활동을 수행하는 자료였다. 개발한 자료를 바탕으로 교사들은 수업 활동에서의 원활한 활용 방안에 대하여 논의하였다.