• Title/Summary/Keyword: Immersive Content

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An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education (가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로)

  • Kim, Ki-yoon
    • Journal of Korean Society for Quality Management
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    • v.49 no.3
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    • pp.405-420
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    • 2021
  • Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimension'. The question was explored on why Virtual Reality (or Augmented Reality) contents are not used as educational tools in the educational field. Results: As a result, the lack of 'material access' such as devices and infrastructure affects 'motivational access' approach stage, which is the previous stage. Again, it has a negative effect on literacy, which is 'skill access' approach stage. As it was found that it was not circulating to the level of "motive-material-skill-usage", it was discussed that it was taking a different step from the past adoption process of ICT and smart media. Conclusion: Based on this, it is believed that immersive content will contribute to arousing interest that can be applied and spread in the educational field, and it is also thought that it will be possible to derive academic interest in the educational effect according to the characteristics of immersive content such as VR.

A Study on the Promotion of Yakseon Food Using Big Data

  • LEE, JINHO;KIM, AE SOOK;Hwang, Chi-Gon;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.41-46
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    • 2022
  • The purpose of this study is to confirm and analyze the impact on consumers through big data keyword analysis on weak food. For data collection, web documents, blogs, news, cafes, intellectuals, academic information, and Google Web, news, and Facebook provided by Naver and Daum were used as analysis targets. The data analysis period was set from January 2018 to December 2021. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analyzed and visualized using the Netdraw function among UCINET6 programs. In addition, CONCOR analysis was conducted to derive clusters for similar keywords. As a result of analyzing yakseon food with keywords, a total of 35,985 cases of collected data were derived. Through this, it was confirmed that medicinal food affects consumers. Furthermore, if a business model is created and developed through yakseon food, it will be possible to lead the popularization of yakseon food.

A Study on the Trend Change of Restaurant Entrepreneurship through Big Data Analysis

  • Jong-Hyun Park;Yang-Ja Bae;Jun-Ho Park;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.332-341
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    • 2023
  • Notable trends in the restaurant start-up market after the lifting of social distancing include increasing interest in start-ups, emphasizing the importance of food quality and diversity, decreasing the relative importance of delivery services, and increasing interest in certain industries. The data collection period is three years from April 2021 to May 2023, including before and after social distancing, and texts extracted from blogs, news, cafes, web documents, and intellectuals provided by Naver, Daum, and Google were collected. For the collected data, the top 30 words were derived through a refining process. In addition, based on April 2021, the application period of social distancing, data from April 2021 to April 2022, and data from May 2022 to May 2023, Through these changes in trends, founders can capture new opportunities in the market and develop start-up strategies. In conclusion, this paper provides important insights for founders in accurately understanding the changes in food service start-up trends and in developing strategies appropriate to the current market situation.

Comparative Analysis of the Status of Restaurant Start-ups Before and After the Lifting of Social Distancing Through Big Data Analysis

  • Jong-Hyun Park;Yang-Ja Bae;Jun-Ho Park;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.353-360
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    • 2023
  • This paper explores notable shifts in the restaurant startup market following the lifting of social distancing measures. Key trends identified include an escalated interest in startups, a heightened focus on the quality and diversity of food, a relative decline in the importance of delivery services, and a growing interest in specific industry sectors. The study's data collection spanned three years, from April 2021 to May 2023, encompassing the period before and after social distancing. Data were sourced from a range of online platforms, including blogs, news sites, cafes, web documents, and intellectual forums, provided by Naver, Daum, and Google. From this collected data, the top 50 words were identified through a refinement process. The analysis was structured around the social distancing application period, comparing data from April 2021 to April 2022 with data from May 2022 to May 2023. These observed trend changes provide founders with valuable insights to seize new market opportunities and formulate effective startup strategies. In summary, We offer crucial insights for founders, enabling them to comprehend the evolving dynamics in food service startups and to adapt their strategies to the current market environment.

A Study on User Perception of Tourism Platform Using Big Data

  • Se-won Jeon;Sung-Woo Park;Youn Ju Ahn;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.108-113
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    • 2024
  • The purpose of this study is to analyze user perceptions of tourism platforms through big data. Data were collected from Naver, Daum, and Google as big data analysis channels. Using semantic network analysis with the keyword 'tourism platform,' a total of 29,265 words were collected. The collection period was set for two years, from August 31, 2021, to August 31, 2023. Keywords were analyzed for connected networks using TexTom and Ucinet programs for social network analysis. Keywords perceived by tourism platform users include 'travel,' 'diverse,' 'online,' 'service,' 'tourists,' 'reservation,' 'provision,' and 'region.' CONCOR analysis revealed four groups: 'platform information,' 'tourism information and products,' 'activation strategies for tourism platforms,' and 'tourism destination market.' This study aims to expand and activate services that meet the needs and preferences of users in the tourism field, as well as platforms tailored to the changing market, based on user perception, current status, and trend data on tourism platforms.

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
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    • v.25 no.6
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    • pp.844-851
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    • 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.

Metaverse-based Immersive Climbing Content Development using Virtual Reality (가상현실을 이용한 메타버스 기반실감형 암벽등반 콘텐츠 개발)

  • Lee, Juyeob;Oh, Junseok;Jeon, Suyeon;Kim, Dongho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.167-168
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    • 2022
  • 코로나 19로 인한 팬데믹 상황과 함께 비대면 서비스인 메타버스와 가상현실이 큰 관심을 받고 있다. 본 논문에서는 메타버스 기반 암벽등반 콘텐츠를 통해 전 세계의 유명한 산악 랜드마크를 탐험할 수 있게 하는데 필요한 기술과 구현한 콘텐츠에 대해 설명한다.

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Compact near-eye display for firefighter's self-contained breathing apparatus

  • Ungyeon Yang
    • ETRI Journal
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    • v.45 no.6
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    • pp.1046-1055
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    • 2023
  • We introduce a display for virtual-reality (VR) fire training. Firefighters prefer to wear and operate a real breathing apparatus while experiencing full visual immersion in a VR fire space. Thus, we used a thin head-mounted display (HMD) with a light field and folded optical system, aiming to both minimize the volume for integration in front of the face into a breathing apparatus and maintain adequate visibility, including a wide viewing angle and resolution similar to that of commercial displays. We developed the optical system testing modules and prototypes of the integrated breathing apparatus. Through iterative testing, the thickness of the output optical module in front of the eyes was reduced from 50 mm to 60 mm to less than 20 mm while maintaining a viewing angle of 103°. In addition, the resolution and image quality degradation of the light field in the display was mitigated. Hence, we obtained a display with a structure consistent with the needs of firefighters in the field. In future work, we will conduct user evaluation regarding fire scene reproducibility by combining immersive VR fire training and real firefighting equipment.

Hyper-reality Metaverse Technology Trends and Development Prospects (초실감메타버스 기술 동향 및 발전 전망)

  • Y.S. Cho;E.H. Hyun;S.J. Bae;H. Jeong;S.D. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.1-11
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    • 2024
  • The metaverse is expected to evolve into an immersive environment based on photorealistic stereoscopic imaging to integrate real and virtual worlds. To transition from flat images to immersive stereoscopic images, such as light fields and holograms, a continuous cycle of technological development should be reached in media, content, and device technologies, ranging from acquisition and generation to transmission and synthesis as well as reproduction and interaction. Additionally, owing to the multitude of components involved in the metaverse, proper service realization will be challenging without concurrent advancements in computing and communication technologies that facilitate the integration of such components. We introduce research and development trends in media, contents, and devices at the Electronics and Telecommunications Research Institute toward the next generation of stereoscopic images.

Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.119-126
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    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.