• 제목/요약/키워드: Memory palace

검색결과 3건 처리시간 0.015초

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.

3D VR 기반의 교육 콘텐츠 개발 시스템 구현 (Implementation of Developement System of Education Contents Utilizing 3D VR)

  • 배성실;이정민;안성수
    • 디지털산업정보학회논문지
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    • 제12권1호
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

삼재(三才)와 사상(四象)의 결합을 통한 심리(心理)에의 운용에 대한 연구 (Study on Operating Psychology through Combining Samjae and Sasang)

  • 송시원;강정수
    • 동의생리병리학회지
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    • 제20권5호
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    • pp.1102-1110
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    • 2006
  • Sambyun(三變) is standard classification for nine palace. Through sambyun you can define new meaning of 'self' in three perspective ways. First 'self' could mean desire, emotion and memory which are ontological values. second, 'self' could mean id, ego, and superego which are practical values. Third 'self' could mean unconscious, preconscious and conscious which are epistemological values. Samjae(三才) is method that analyze things base on common features. Sa sang is method that analyze things base on difference. They both are device that searching for reason. If you put one's mind in center to observe the universe creativity of great absolute and symmetry distinction of yingyang produces jeung(情), supreme intelligence(神), and soul(魂魄). With these facts identity of the heaven(天), earth(地) and man(人) which is named samjae(三才) generates symbols of independent sasang(四象). And also, sasang generates relations between five element(五行), six energy(六氣). From ten shen(十神) relation comes seven feelings(七情) of man which creates a category of the eight trigrams(八卦) for divination and unification of nine palace(九宮). All these process are united.