• 제목/요약/키워드: Immersive Content

검색결과 199건 처리시간 0.024초

동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례 (Development of Motion based Training Contents: "3D Space Exploration" Case Study)

  • 임창주;박승구;정윤근
    • 한국게임학회 논문지
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    • 제13권5호
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    • pp.63-72
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    • 2013
  • 기존의 학습자에게 제공되는 교육용 콘텐츠의 대부분이 2D 기반의 단방향 교육으로 효과가 현저히 낮은 것으로 나타났다. 이를 개선하기 위하여 본 논문에서는 상호 인터랙션을 적용한 3D 우주탐험을 개발함으로써 학습 몰입도를 높이고 교육효과를 극대화하였다. 제안한 방법은 과학 학습 특성상 기존 2D 개발 기술로는 개념화 및 실체적 접근이 어려운 학습영역을 3D 객체로 제작하였고 이를 학습자가 직접 접근할 수 있도록 동작인식 센서를 이용한 체감형 인터페이스 기술을 연구하여 콘텐츠에 적용하였다. 본 논문의 결과로 학습자는 '3D 우주탐험' 교육용 콘텐츠를 직접 체험함으로써 학생들이 실제 현장에서 수업을 받는 것과 같은 몰입교육에 큰 효과가 있을 것으로 예상된다.

디지털 게임 모드의 문제 기반 스토리텔링 연구 (A Study on Problem Based Storytelling of Digital Game Modification)

  • 윤혜영
    • 한국게임학회 논문지
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    • 제16권3호
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    • pp.65-76
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    • 2016
  • 컴퓨터를 매개로 한 인간 경험의 패러다임은 '문화 인터페이스'에서 '문화 소프트웨어'로 옮겨가고 있다. 디지털 게임에서 이러한 패러다임이 변화는 모드를 통해 나타난다. 지금까지 디지털 게임의 플레이는 게임이 제시하는 '목표'를 달성하기 위한 과정에서의 몰입적 에이전시를 중시했다. 반면 모드를 통해 사용자는 게임이 제시하는 목표보다는 사용자 스스로 게임 세계 안에서 '문제'를 만들어내고 그것을 해결해나가는 과정에서의 생성적 에이전시가 중시된다. 모드를 통해 원작 게임은 하나의 경험해야 할 작품이 아니라, 변형하고 하고 새로운 콘텐츠를 생성할 수 있는 질료로서 데이터가 된다. 사용자의 모드를 통한 이러한 게임 콘텐츠의 변형과 생성은 게임의 지속가능한 모델을 제시한다.

A Study on the Service Provision Direction of the National Library for Children and Young Adults in the 5G Era

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • 제11권2호
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    • pp.77-105
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    • 2021
  • In order to establish a digital-based use environment for the provision of new information services suitable for the 5G era, it is necessary to discuss the direction of service provision by the National Library of Children and Young Adults in the 5G era. Based on utilization services in other fields, library services in the 5G era, including the development and provision of employee education and training services, ultra-high-definition and 360-degree realistic contents and education on library use, provision of multi-dimensional realistic media streaming broadcasting services, provision of telepresence education programs, activation of virtual communities, implementation of hologram performance halls/exhibit centers, and provision of unmanned book delivery services, environment monitoring, safety monitoring, and customized services, were proposed. In addition, based on 5G service, 5G technology, and library application direction, advancing into a producing and supporting base for ultra-realistic and immersive contents in the 5G era, strengthening online and mobile services in the non-contact era, and establishing a smart library environment were proposed as the service provision direction for the National Library of Children and Young Adults in the 5G era.

Research on Improving Memory of VR Game based on Visual Thinking

  • Lu, Kai;Cho, Dong Min;Zou, Jia Xing
    • 한국멀티미디어학회논문지
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    • 제25권5호
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    • pp.730-738
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    • 2022
  • Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.

Development and Distribution of Deep Fake e-Learning Contents Videos Using Open-Source Tools

  • HO, Won;WOO, Ho-Sung;LEE, Dae-Hyun;KIM, Yong
    • 유통과학연구
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    • 제20권11호
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    • pp.121-129
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    • 2022
  • Purpose: Artificial intelligence is widely used, particularly in the popular neural network theory called Deep learning. The improvement of computing speed and capability expedited the progress of Deep learning applications. The application of Deep learning in education has various effects and possibilities in creating and managing educational content and services that can replace human cognitive activity. Among Deep learning, Deep fake technology is used to combine and synchronize human faces with voices. This paper will show how to develop e-Learning content videos using those technologies and open-source tools. Research design, data, and methodology: This paper proposes 4 step development process, which is presented step by step on the Google Collab environment with source codes. This technology can produce various video styles. The advantage of this technology is that the characters of the video can be extended to any historical figures, celebrities, or even movie heroes producing immersive videos. Results: Prototypes for each case are also designed, developed, presented, and shared on YouTube for each specific case development. Conclusions: The method and process of creating e-learning video contents from the image, video, and audio files using Deep fake open-source technology was successfully implemented.

Recommendation of tourist attractions based on Preferences using big data

  • KIM HYUN SEOK;Gi-hwan Ryu;kim im yeo-reum
    • International Journal of Advanced Culture Technology
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    • 제11권3호
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    • pp.327-331
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    • 2023
  • This paper proposes a tourist destination recommendation application that combines a chatbot and a recommendation system. The data to be entered into the chatbot was through big data on social media. Through TEXTOM, a total of 22,701 data were collected over a one-year period from January 2022 to January 2023. Non-terms that interfere with analysis were removed through the data purification process. Using refined data, network visualization and CONCOR analysis were used to identify the information users want to obtain about travel to Jeju Island, and categories for each cluster were organized. The content was intuitively organized so that even those who approached it for the first time could easily use it, reducing the difficulty of operating the application. In this paper, users can select their own preferences and receive information. In addition, a tool called a chatbot allows users to focus more on the process of acquiring information by gaining a sense of reality while operating the application. This suggests an application that can reach the purpose of the curator by affecting the user's desire to visit tourist attractions.

A Study on the Change of Tourism Marketing Trends through Big Data

  • Se-won Jeon;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • 제13권2호
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    • pp.166-171
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    • 2024
  • Recently, there has been an increasing trend in the role of social media in tourism marketing. We analyze changes in tourism marketing trends using tourism marketing keywords through social media networks. The aim is to understand marketing trends based on the analyzed data and effectively create, maintain, and manage customers, as well as efficiently supply tourism products. Data was collected using web data from platforms such as Naver, Google, and Daum through TexTom. The data collection period was set for one year, from December 1, 2022, to December 1, 2023. The collected data, after undergoing refinement, was analyzed as keyword networks based on frequency analysis results. Network visualization and CONCOR analysis were conducted using the Ucinet program. The top words in frequency were 'tourists,' 'promotion,' 'travel,' and 'research.' Clusters were categorized into four: tourism field, tourism products, marketing, and motivation for visits. Through this, it was confirmed that tourism marketing is being conducted in various tourism sectors such as MICE, medical tourism, and conventions. Utilizing digital marketing via online platforms, tourism products are promoted to tourists, and unique tourism products are developed to increase city branding and tourism demand through integrated tourism content. We identify trends in tourism marketing, providing tourists with a positive image and contributing to the activation of local tourism.

Generating 3D Digital Twins of Real Indoor Spaces based on Real-World Point Cloud Data

  • Wonseop Shin;Jaeseok Yoo;Bumsoo Kim;Yonghoon Jung;Muhammad Sajjad;Youngsup Park;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제18권8호
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    • pp.2381-2398
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    • 2024
  • The construction of virtual indoor spaces is crucial for the development of metaverses, virtual production, and other 3D content domains. Traditional methods for creating these spaces are often cost-prohibitive and labor-intensive. To address these challenges, we present a pipeline for generating digital twins of real indoor environments from RGB-D camera-scanned data. Our pipeline synergizes space structure estimation, 3D object detection, and the inpainting of missing areas, utilizing deep learning technologies to automate the creation process. Specifically, we apply deep learning models for object recognition and area inpainting, significantly enhancing the accuracy and efficiency of virtual space construction. Our approach minimizes manual labor and reduces costs, paving the way for the creation of metaverse spaces that closely mimic real-world environments. Experimental results demonstrate the effectiveness of our deep learning applications in overcoming traditional obstacles in digital twin creation, offering high-fidelity digital replicas of indoor spaces. This advancement opens for immersive and realistic virtual content creation, showcasing the potential of deep learning in the field of virtual space construction.

HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구 (A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning)

  • 권종산
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

An Application of Human-Centered Multimedia System for Medical Implementation

  • Ko, Je-Suk;Kitjongthawonkul, Somkiat
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제9권4호
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    • pp.255-260
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    • 2009
  • Multimedia interpretation describes a high level of ion of multimedia content like interrelations and coherencies. In this paper, we describe a multimedia interpretation component from human-centered perspective. In this context, we see the role of the multimedia interpretation component as a liaison between the psychological apparatuses and computer-based artifact. We emphasize this role of multimedia interpretation by outlining a mapping process of the psychological apparatuses and computer-based artifact. This mapping process needs to be transparent to its user so that effective human-centered systems can be achieved. This transparency will provide an immersive environment for the users and enable uninhibited interaction between the users and the artifact. Furthermore, we illustrate how the multimedia interpretation component can be utilized in the medical diagnosis and treatment support application.