• Title/Summary/Keyword: Metaverse design

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Reduced Raytracing Approach for Handling Sound Map with Multiple Sound Sources, Wind Advection and Temperature

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.55-62
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    • 2023
  • In this paper, we present a method that utilizes geometry-based sound generation techniques to efficiently handle multiple sound sources, wind turbulence, and temperature-dependent interactions. Recently, a method based on reduced raytracing has been proposed to update the sound position and efficiently calculate sound propagation and diffraction without recursive reflection/refraction of many rays, but this approach only considers the propagation characteristics of sound and does not consider the interaction of multiple sound sources, wind currents, and temperature. These limitations make it difficult to create sound scenes in a variety of virtual environments because they only generate static sounds. In this paper, we propose a method for efficiently constructing a sound map in a situation where multiple sounds are placed, and a method for efficiently controlling the movement of an agent through it. In addition, we propose a method for controlling sound propagation by considering wind currents and temperature. The method proposed in this paper can be utilized in various fields such as metaverse environment design and crowd simulation, as well as games that can improve content immersion based on sound.

Hybrid Learning-Based AI Education System Design Model (하이브리드 러닝 기반 AI 교육 시스템 구성)

  • Hong, Misun;Bae, JinAh;Park, Jung-Hwan;Cho, Jungwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.188-190
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    • 2022
  • We propose how to configure the AI education system based on the purpose of hybrid learning and the teaching-learning principle. Based on the four components of hybrid learning, we have designed the system conceptual diagram and DB configuration diagram for on-line and offline learning environments for effective AI education. The proposed AI education system model in this paper is expected to be a foundation for maximizing the effectiveness of AI education according to the level and needs of learners and building a more effective learner-centered learning environment in cultivating computational thinking in AI education.

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Effects of Linguistic Immersion Synthesis on Foreign Language Learning Using Virtual Reality Agents (가상현실 에이전트 외국어 교사를 활용한 외국어 학습의 몰입 융합 효과)

  • Kang, Jeonghyun;Kwon, Seulhee;Chung, Donghun
    • Informatization Policy
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    • v.31 no.1
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    • pp.32-52
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    • 2024
  • This study investigates the effectiveness of virtual reality agents as foreign language instructors with focus on the impact of different native language backgrounds and instructional roles. The agents were first distinguished as native or non-native speakers treated as a between-subject factor, and then assigned roles as either teachers or salespersons considered within-subject factors. An immersive virtual environment was developed for this experiment, and a 2×2 mixed factorial design was carried out. In an experimental group of 72 university students, statistically significant interactions were found in learning satisfaction, memory, and recall between the native/non-native status of the agents and their roles. With regard to learning confidence and presence, however, no statistically significant differences were observed in both interaction effects and main effects. Contextual learning in a virtual environment was found to enhance learning effectiveness and satisfaction, with the nativeness and the role of agents influencing learners' memory; thus highlighting the effectiveness of using virtual reality agents in foreign language learning. This suggests that varied approaches can have positive cognitive and emotional impacts on learners, thereby providing valuable theoretical and empirical implications.

The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.4
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    • pp.271-282
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    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.