• Title/Summary/Keyword: Five senses

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The Effects of Forest Experience Activities on Promoting Children's Community Spirit (숲 체험 활동이 유아의 공동체 의식함양에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.494-501
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    • 2020
  • This study is aimed at exploring the effects of forest experience activities on promoting children's community spirit. To achieve this, a pre-post survey was empirically carried out with 40 children at Kindergarten A in the city of Chungnam. The comprehensive findings showed a significant difference between the experimental group, which had forest experience activities, and the control group, which had outdoor activities based on the existing Nuri curriculum. Based on a pre-test for intimacy, emotion, mutual public awareness, and participation consciousness as sub-factors of community spirit, which adopted all the research hypotheses, the results suggest that the forest kindergarten will become an educational place for children. Consequently, personality education using nature in forest kindergartens can become an excellent goal, helping to boost the development of children's sensitivity and emotional stability through awakening the five senses; building up self-awareness, self-reliance, and trust; learning consideration and respect for others; and developing positive attitudes, sociality, potential, imagination, and creativity through forest activities with their peers.

Development of a Virtual Reality Glove Improvement Algorithm for Immersive Virtual Reality contents (몰입형 가상현실 콘텐츠를 위한 가상현실 글러브 개선 알고리즘 개발)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.6
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    • pp.807-812
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    • 2021
  • In order to be able to interact with the user to experience it as if it were real in virtual reality contents, input/output devices that make them feel the five senses of humans are required . In virtual reality (VR), devices that stimulate sight and hearing are the most representative. For a more realistic experience, suits and gloves that stimulate the sense of touch have recently been released, but there are not many cases applied to actual contents due to the limitation of device . In this paper, we analyze a virtual reality glove that can detect hand movement and touch in a virtual world. Based on the analysis, we propose an algorithm that can sense the intensity of collision with a VR object by tactile sense by improving the UI/UX using the vibration of the feedback method used in the existing virtual reality glove. In addition, the system implemented by the algorithm is applied to an actual case.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

Exploring the Educational Effects of K-Sand Art's Lifelong Learning Specialized Instructor Club (K샌드아트 평생학습 전문강사 동아리에 나타난 교육적 효과 탐색)

  • Kim, Young-Ok
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.409-419
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    • 2020
  • The study selected the K Sand Art Lifelong Learning Instructor Circle as an example, focusing on learner interest-inducing factor and educational effects of Sand Art techniques, which are gaining interest in lifelong education. First, the factors that increase the interest-inducing effect of learners are to recognize sand art techniques as sand games, to tell stories and tones, to express them in sandboxes, and to express subjects of interest to learners. Second, in the field of lifelong education, sand art techniques are educationally effective in psychological therapy, improving concentration, improving self-confidence, developing expressiveness and creativity, and developing five senses. Third, sand art techniques are applied to all generations in the field of lifelong education, and sand art techniques can be used in civic participation education, basic literacy education, and culture and arts education among the six classes of lifelong education. Fourth, future tasks will be to support the training of sand art experts, support sand art materials and equipment, and spread sand art programs that visit various targets.

Effects of Neurocognitive Rehabilitation Treatment on the Swallowing Function and Quality of Life of Stroke Patients: A Randomized Controlled Trial (신경인지재활치료가 뇌졸중 환자의 연하기능 및 삶의 질에 미치는 영향에 대한 무작위 임상연구)

  • Yeon-Hwa, Kim;Hwan, Kim
    • Journal of the Korean Society of Physical Medicine
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    • v.17 no.4
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    • pp.75-83
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    • 2022
  • PURPOSE: This study was conducted to find out the effects of neurocognitive rehabilitation therapy on the swallowing function and quality of life of stroke patients. METHODS: Thirty patients were selected and randomly allocated into an experimental and a control group. Patients in the experimental group received 15 minutes of neurocognitive rehabilitation treatment combined with 15 minutes of traditional treatment. For the control group, patients received 30 minutes of traditional dysphasia treatment. The experiments were conducted for 30 minutes a day, five times a week, for four weeks. New VFSS and SWAL-QOL were administrated to evaluate the outcomes. RESULTS: Swallowing functions were significantly improved in the experimental group and the control group (p < .05), but there was no statistically significant difference in pre- and post-interventional swallowing between the groups (p > .05). The quality of life was also significantly improved (p < .05) for both groups, but there was a statistically significant difference between the two groups (p > .05). Third, a correlational analysis between swallowing function and quality of life revealed a moderate correlation between New VFSS and SWAL-QOL (p < .05). CONCLUSION: The results of this study suggest that swallowing therapy through neurocognitive rehabilitation treatment program could be helpful for improving swallowing function and quality of life in stroke patients. Although there was no statistically significant changes from traditional rehabilitation therapy, training in recognizing the senses in the oral cavity and external environment through neurocognitive rehabilitation therapy can be applied as one of the treatment options.

Evaluation of polyglycolic acid as an animal-free biomaterial for three-dimensional culture of human endometrial cells

  • Sadegh Amiri;Zohreh Bagher;Azadeh Akbari Sene;Reza Aflatoonian;Mehdi Mehdizadeh;Peiman Broki Milan;Leila Ghazizadeh;Mahnaz Ashrafi;FatemehSadat Amjadi
    • Clinical and Experimental Reproductive Medicine
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    • v.49 no.4
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    • pp.259-269
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    • 2022
  • Objective: Animal-free scaffolds have emerged as a potential foundation for consistent, chemically defined, and low-cost materials. Because of its good potential for high biocompatibility with reproductive tissues and well-characterized scaffold design, we investigated whether polyglycolic acid (PGA) could be used as an animal-free scaffold instead of natural fibrin-agarose, which has been used successfully for three-dimensional human endometrial cell culture. Methods: Isolated primary endometrial cells was cultured on fibrin-agarose and PGA polymers and evaluated various design parameters, such as scaffold porosity and mean fiber diameter. Cytotoxicity, scanning electron microscopy (SEM), and immunostaining experiments were conducted to examine cell activity on fabricated scaffolds. Results: The MTT (3-[4,5-dimethylthiazol-2-yl]-2,5 diphenyl tetrazolium bromide) assay and SEM results showed that endometrial cells grew and proliferated on both scaffolds. Immunostaining showed cytokeratin and vimentin expression in seeded cells after 7 days of culture. On both scaffolds, an epithelial arrangement of cultured cells was found on the top layer and stromal arrangement matrix on the bottom layer of the scaffolds. Therefore, fibrin-agarose and PGA scaffolds successfully mimicked the human endometrium in a way suitable for in vitro analysis. Conclusion: Both fibrin-agarose and PGA scaffolds could be used to simulate endometrial structures. However, because of environmental and ethical concerns and the low cost of synthetic polymers, we recommend using PGA as a synthetic polymer for scaffolding in research instead of natural biomaterials.

A Study on Interactive Talking Companion Doll Robot System Using Big Data for the Elderly Living Alone (빅데이터를 이용한 독거노인 돌봄 AI 대화형 말동무 아가야(AGAYA) 로봇 시스템에 관한 연구)

  • Song, Moon-Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.305-318
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    • 2022
  • We focused on the care effectiveness of the interactive AI robots. developed an AI toy robot called 'Agaya' to contribute to personalization with more human-centered care. First, by applying P-TTS technology, you can maximize intimacy by autonomously selecting the voice of the person you want to hear. Second, it is possible to heal in your own way with good memory storage and bring back memory function. Third, by having five senses of the role of eyes, nose, mouth, ears, and hands, seeking better personalised services. Fourth, it attempted to develop technologies such as warm temperature maintenance, aroma, sterilization and fine dust removal, convenient charging method. These skills will expand the effective use of interactive robots by elderly people and contribute to building a positive image of the elderly who can plan the remaining old age productively and independently

Surveying Expert Perceptions for Designing an Agro-Healing Virtual Reality Therapy System (가상치유농장시스템 설계를 위한 전문가 인식 조사)

  • Bae, Seung-Jong;Kim, Soo-Jin;Koo, Hee-Dong;Kim, Dae-Sik
    • Journal of Korean Society of Rural Planning
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    • v.29 no.4
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    • pp.211-219
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    • 2023
  • In this study, the importance of each design element was analyzed by surveying experts in the development of Agro-Healing Virtual Reality Therapy System. It was found that the results of experts content importance were consistent with the results of consumer preferences in previous studies, such as psychological and emotional stability as the main effect the importance of sight and hearing, a relatively short time of 30 minutes or less, a low price of 5,000 won or less, technical factors that can satisfy the five senses, and various contents. When the spatial elements of the Agro-Healing Virtual Reality Therapy System were categorized into three major categories: elements and equipment, lines and paths, and sites and spaces, 'flowers', 'playgrounds', 'paths', 'sidewalks', 'rest areas' and 'gardens' were found to be highly important. Among the components of Agro-Healing Virtual Reality Therapy System, the usability was divided into eight major categories, including searchability, attractiveness, cognition, error handling, control, consistency, convenience, and feedback, and the importance was analyzed for each component. The significance of this study is that it suggests the design direction of virtual healing farm systems and provides effective information that can be used in the development of related systems in the future.

Case Study on Realistic Content Development Process of Public Enterprise - Focus on case of Korea Industrial Complex Corporation Gallery - (공기업의 실감콘텐츠 개발 프로세스 사례연구 - 한국산업단지공단 홍보관 사례를 중심으로-)

  • Chung, Hae Won;Cho, Woo Ri
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.91-97
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    • 2024
  • Recently, with the rapid development of digital media technology, Realistic content that stimulates users' five senses is being used in various fields. This study focused on the case of the development of the Korea Industrial Complex Corporation's public relations center as the subject of the study to study the realistic content development process of public enterprises. First, the realistic content development process was divided into 10 stages and practical guidelines were presented to help develop realistic content in the future by presenting important development points and methods at each stage. Second, among the realistic content development processes, the importance of storytelling was analyzed at the scenario stage. Third, various methods of displaying content were analyzed. In the case of the Korea Industrial Complex Corporation's public relations center, it was proposed in three ways: story video, experience video, and media wall. It is suggested that the role of branding, promotion, and PR can be performed in one public relations center through an effective development process.

A Study on Impacts of Selection Attribute of Jeju Local Folklore Food on Customers' Behaviors -Focusing on Customer Satisfaction, Re-visit, and Word of Mouth of Jeju Tourists- (제주 향토음식 선택속성이 고객행동에 미치는 영향 -제주방문 관광객의 고객만족, 재방문, 구전을 중심으로-)

  • Yang, Tai-Seok;Oh, Myung-Cheol
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.38 no.5
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    • pp.636-643
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    • 2009
  • This research was to find out what impacts do selection attributes of Jeju local folklore food by Jeju tourists provide on their behaviors. Multiple regression analysis was carried out using statistics package of SPSS+/WIN 12.0 to find out impacts of selection attribute factors of Jeju local folklore food on customers' satisfaction, re-visit, and intention by word of mouth. As the results, for factors with statistically meaningful impacts at the level of meaningfulness (p<0.05); level of satisfaction showed regression coefficient of 0.476 and t value of 5.198 in essential factors; auxiliary factors showed regression coefficient of 0.232 and t value of 2.808; and sensual (five senses) factors showed regression coefficient of 0.165 and t-value of 2.013. Also, for re-visit, essential factors showed impacts with regression coefficient of 0.413 and t-value of 3.540; factors of menu composition showed regression coefficient of 0.228 and t-value of 3.118; and auxiliary factors showed regression coefficient of 0.218 and t-value of 2.643. In positive word of mouth factors, auxiliary factors showed impacts with regression coefficient of 0.273 and t-value of 2.555; sensual (five senses) factors showed regression coefficient of 0.264 and t-value of 2.238; essential factor showed regression coefficient of 0.237 and t-value of 2.230 and factors of menu composition showed regression coefficient of 0.161 and t-value of 2.167. Therefore, in customer behaviors (customer satisfaction, re-visit, and positive word of mouth) regarding Jeju local folklore food by tourists who visited Jeju, local folklore and cultures did not impact on customer behaviors; also, it can suggested this thesis is meaningful as a study proving that the best marketing is focus on essential substances of food as indicated in existing researches.