• Title/Summary/Keyword: Immersive Analysis Tool

Search Result 15, Processing Time 0.021 seconds

Immersive Learning Technologies in English Language Teaching: A Meta-Analysis

  • Altun, Hamide Kubra;Lee, Jeongmin
    • International Journal of Contents
    • /
    • v.16 no.3
    • /
    • pp.18-32
    • /
    • 2020
  • The aim of this study was to perform a meta-analysis of the learning outcomes of immersive learning technologies in English language teaching (ELT). This study examined 12 articles, yielding a total of 20 effect sizes. The Comprehensive Meta-Analysis (CMA) program was employed for data analysis. The findings revealed that the overall effect size was 0.84, implying a large effect size. Additionally, the mean effect sizes of the dependent variables revealed a large effect size for both the cognitive and affective domains. Furthermore, the study analyzed the impact of moderator variables such as sample scale, technology type, tool type, work type, program type, duration (sessions), the degree of immersion, instructional technique, and augmented reality (AR) type. Among the moderators, the degree of immersion was found to be statistically significant. In conclusion, the study results suggested that immersive learning technologies had a positive impact on learning in ELT.

Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games (스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로)

  • Song, Seungyeol;Lim, Sang Guk
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.6
    • /
    • pp.844-851
    • /
    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

Gadget Arms: Interactive Data Visualization using Hand Gesture in Extended Reality (가젯암: 확장현실을 위한 손 제스처 기반 대화형 데이터 시각화 시스템)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
    • /
    • v.25 no.2
    • /
    • pp.31-41
    • /
    • 2019
  • Extended Reality (XR), such as virtual and augmented reality, has huge potential for immersive data visualization and analysis. In XR, users can interact with data and other users realistically by navigating the shared virtual space, allowing for more intuitive data analysis. However, creating a visualization in XR also poses a challenge because complicated, low-level programming is required, which hinders broad adaptation in visual analytics. This paper proposes an interactive visualization authoring tool based on hand gesture for immersive data visualization-Gadget Arms. The proposed system provides a novel user interaction to create and place visualization in the 3D virtual world. This simple, but intuitive, user interaction enables user designs the entire visualization space in the XR without using a host computer and low-level programming. Our user study also confirmed that the proposed user interaction significantly improves the usability of the visualization authoring tool.

Analysis on Domestic Franchise Food Tech Interest by using Big Data

  • Hyun Seok Kim;Yang-Ja Bae;Munyeong Yun;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.179-184
    • /
    • 2024
  • Franchise are now a red ocean in Food industry and they need to find other options to appeal for their product, the uprising content, food tech. The franchises are working on R&D to help franchisees with the operations. Through this paper, we analyze the franchise interest on food tech and to help find the necessity of development for franchisees who are in needs with hand, not of human, but of technology. Using Textom, a big data analysis tool, "franchise" and "food tech" were selected as keywords, and search frequency information of Naver and Daum was collected for a year from 01 January, 2023 to 31 December, 2023, and data preprocessing was conducted based on this. For the suitability of the study and more accurate data, data not related to "food tech" was removed through the refining process, and similar keywords were grouped into the same keyword to perform analysis. As a result of the word refining process, a total of 10,049 words were derived, and among them, the top 50 keywords with the highest relevance and search frequency were selected and applied to this study. The top 50 keywords derived through word purification were subjected to TF-IDF analysis, visualization analysis using Ucinet6 and NetDraw programs, network analysis between keywords, and cluster analysis between each keyword through Concor analysis. By using big data analysis, it was found out that franchise do have interest on food tech. "technology", "franchise", "robots" showed many interests and keyword "R&D" showed that franchise are keen on developing food tech to seize competitiveness in Franchise Industry.

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.3
    • /
    • pp.332-337
    • /
    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

Augmented Visualization of Modeling & Simulation Analysis Results (모델링 & 시뮬레이션 해석 결과 증강가시화)

  • Kim, Minseok;Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
    • /
    • v.22 no.2
    • /
    • pp.202-214
    • /
    • 2017
  • The augmented visualization of analysis results can play an import role as a post-processing tool for the modeling & simulation (M&S) technology. In particular, it is essential to develop such an M&S tool which can run on various multi-devices. This paper presents an augmented reality (AR) approach to visualizing and interacting with M&S post-processing results through mobile devices. The proposed approach imports M&S data, extracts analysis information, and converts the extracted information into the one used for AR-based visualization. Finally, the result can be displayed on the mobile device through an AR marker tracking and a shader-based realistic rendering. In particular, the proposed method can superimpose AR-based realistic scenes onto physical objects such as 3D printing-based physical prototypes in a seamless manner, which can provide more immersive visualization and natural interaction of M&S results than conventional VR or AR-based approaches. A user study has been performed to analyze the qualitative usability. Implementation results will also be given to show the advantage and effectiveness of the proposed approach.

Analysis on Types of Golf Tourism After COVID-19 by using Big Data

  • Hyun Seok Kim;Munyeong Yun;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.1
    • /
    • pp.270-275
    • /
    • 2024
  • Introduction. In this study, purpose is to analize the types of golf tourism, inbound or outbound, by using big data and see how movement of industry is being changed and what changes have been made during and after Covid-19 in golf industry. Method Using Textom, a big data analysis tool, "golf tourism" and "Covid-19" were selected as keywords, and search frequency information of Naver and Daum was collected for a year from 1 st January, 2023 to 31st December, 2023, and data preprocessing was conducted based on this. For the suitability of the study and more accurate data, data not related to "golf tourism" was removed through the refining process, and similar keywords were grouped into the same keyword to perform analysis. As a result of the word refining process, top 36 keywords with the highest relevance and search frequency were selected and applied to this study. The top 36 keywords derived through word purification were subjected to TF-IDF analysis, visualization analysis using Ucinet6 and NetDraw programs, network analysis between keywords, and cluster analysis between each keyword through Concor analysis. Results By using big data analysis, it was found out option of oversea golf tourism is affecting on inbound golf travel. "Golf", "Tourism", "Vietnam", "Thailand" showed high frequencies, which proves that oversea golf tour is now the re-coming trends.

A Study on Cyber Sickness according to Shader Application of 3D Objects in Virtual Reality Content (가상현실(VR) 콘텐츠에서 3D 객체의 셰이더 적용에 따른 사이버 멀미 연구)

  • Lee, SuYeol;Bak, Seon-Hui;Bae, Jong-Hwan
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.11
    • /
    • pp.1560-1566
    • /
    • 2021
  • Cyber Sickness, which occurs when using Virtual Reality contents, is the most serious problem in immersive Virtual Reality contents. The purpose of this study is to identify the effects and causes of graphic environmental factors on Cyber Sickness in Virtual Reality contents. To this end, cyber sickness experiments were conducted according to the light source and material settings, which are most commonly used in graphical environmental elements. Cyber Sickness measurements were based on the Simulator Sickness Question(SSQ) tool to derive an index that causes Cyber Sickness As a result of the analysis, the smaller the surface roughness, the higher the degree of Cyber Sickness, and the smaller the surface roughness, the smoother the surface of the 3D object, and many specular reflections from the light source occurred, which was confirmed to be the cause of great Cyber Sickness.

A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.6
    • /
    • pp.852-865
    • /
    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

Automatic Extraction of Focused Video Object from Low Depth-of-Field Image Sequences (낮은 피사계 심도의 동영상에서 포커스 된 비디오 객체의 자동 검출)

  • Park, Jung-Woo;Kim, Chang-Ick
    • Journal of KIISE:Software and Applications
    • /
    • v.33 no.10
    • /
    • pp.851-861
    • /
    • 2006
  • The paper proposes a novel unsupervised video object segmentation algorithm for image sequences with low depth-of-field (DOF), which is a popular photographic technique enabling to represent the intention of photographer by giving a clear focus only on an object-of-interest (OOI). The proposed algorithm largely consists of two modules. The first module automatically extracts OOIs from the first frame by separating sharply focused OOIs from other out-of-focused foreground or background objects. The second module tracks OOIs for the rest of the video sequence, aimed at running the system in real-time, or at least, semi-real-time. The experimental results indicate that the proposed algorithm provides an effective tool, which can be a basis of applications, such as video analysis for virtual reality, immersive video system, photo-realistic video scene generation and video indexing systems.