• Title/Summary/Keyword: Metaverse in Education

Search Result 128, Processing Time 0.024 seconds

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
    • /
    • 2022.10a
    • /
    • pp.188-190
    • /
    • 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.

  • PDF

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
    • /
    • v.12 no.8
    • /
    • pp.45-59
    • /
    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

A Case Study of Fashion Illustration Using VR Technology -Focusing on iPad use case and comparative analysis (VR 기술을 활용한 패션일러스트레이션 사례 연구 - 아이패드 활용 사례와 비교분석을 중심으로)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.763-770
    • /
    • 2023
  • In today's modern fashion industry, along with the Fourth Industrial Revolution, the digital fashion industry using new technologies such as AR (Augmented Reality), VR (Virtual Reality), and Metaverse is gradually expanding. Accordingly, in the field of fashion design education, a new form of fashion illustration using VR technology is attracting attention as a new expression method. Recently, the use of digital tools such as iPads is gradually increasing in the field of education at universities majoring in fashion design, and students' interest in new digital tools is continuously increasing in the process of fashion illustration work. Therefore, this study implements fashion illustration using VR technology, which has been commercialized and popularized in the fashion industry, analyzes the differentiated characteristics compared to fashion illustration completed with iPad, and explores the possibility of using VR technology for fashion illustration as a new expression tool. We looked at the limitations. Through this study, it was found that VR is a positive help to fashion illustration to express the conception and overall connectivity in the three-dimensional aspect of fashion design, and the iPad was found to be suitable for specific and delicate fashion illustration expression. The results of this study are intended to provide basic data for fashion illustration education that can increase students' interest and achievement.

Implementing Geometry Packing for MPEG Immersive Video (MPEG 몰입형 비디오를 위한 Geometry Packing 구현)

  • Jong-Beom, Jeong;Soonbin, Lee;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
    • /
    • v.27 no.6
    • /
    • pp.861-871
    • /
    • 2022
  • The moving picture experts group (MPEG) developed the MPEG immersive video (MIV) standard for efficient compression of multiple immersive videos representing natural contents and computer graphics. The MIV compresses multiple immersive videos and generates multiple output videos which are defined as atlases. However, there is a synchronization issue of multiple decoders in a legacy device when decoding multiple encoded atlases. This paper proposes and implements the geometry packing method for adaptive control of decoder instances for low-end and high-end devices. The proposed method on the recent version of the MIV reference software worked correctly.

Analysis of Intermediary Roles and Technical Components for Smartglass-Assisted Interactive Remote Collaboration

  • Yoon, Hyoseok;Kim, Siyeon;Oh, Haneol;Lim, Hong Ji
    • Journal of Multimedia Information System
    • /
    • v.8 no.4
    • /
    • pp.295-300
    • /
    • 2021
  • Recent advances in Internet-of-Things and wearable computing have established computationally sufficient infrastructure to remove the barriers of physical locations. The recent COVID-19 pandemic has accelerated the use of remote collaboration, work-from-home, teleconferencing, online education, digital twin, and metaverse enriched with various configurations of augmented reality, virtual reality, mixed reality, and extended reality. Beyond specialized niche wearable applications in the medical and entertainment domains, we aim to identify the underlying characteristics of smartglass-enabled killer applications for everyday use. In this paper, we analyze intermediary roles in remote collaboration consisting of authoritative supervisors, synergetic collaborators, and speculative explorers. We also propose technical components for smartglass-assisted interactive remote collaboration composed of personal tracking, teleconference, and interaction components. More specifically, the application tasks of each intermediary role and objectives of three functional components are defined and elaborated.

Special Topic: The Impact of ChatGPT in Society, Business, and Academia

  • Kyoung Jun Lee;Taeho Hong;Hyunchul Ahn;Taekyung Kim;Chulmo Koo
    • Asia pacific journal of information systems
    • /
    • v.33 no.4
    • /
    • pp.957-976
    • /
    • 2023
  • ChatGPT has had a significant impact on society, business, and academia by influencing individuals and organizations through knowledge generation and supporting users in locating conversational inquiries and answers. It can transform how people seek answers by combining human-like conversational skills with AI. By eradicating the cumbersome process of selecting from multiple options, users can conduct preliminary research or create optimized solutions. The purpose of this research is to investigate how consumers use ChatGPT and digital transformation, specifically in terms of knowledge development, searching and recommending, and optimizing accessible possibilities. Using many linked theories, we address the potential implications and insights that can be gained from ChatGPT's early stages and its integration with other applications such as robotics, service automation, and the metaverse. Finally, the application of ChatGPT has practical, theoretical, and phenomenological impacts, in addition to improving users' experiences.

Public Practice and Christian Education for Covid-Generation: Uncanny and Incarnational Solidarity (코로나세대 공적 기독교교육의 방향성 연구 : 언캐니(Uncanny)와 성육신적 연대)

  • Yunsoo Joo
    • Journal of Christian Education in Korea
    • /
    • v.74
    • /
    • pp.33-55
    • /
    • 2023
  • This study aims to explore the direction of Christian public practice in the post-COVID era, seeking to overcome the uncanny feeling caused by increased division and exclusion during the pandemic period. Firstly, we will investigate the unequal impact of COVID-19 on the labor market and examine ways to achieve economic justice in the post-COVID era. Subsequently, we will deliberate the role of Christianity in establishing publicness in the digital world and virtual spaces. Finally, viewing COVID-19 as a catastrophe caused by an anthropocentric worldview and exploitation driven by greed, we will explore the tasks of Christianity to overcome the crisis of the Anthropocene. Christian public practice should fulfill its mission of care and stewardship not only in social context but also in an ecological dimension. The author proposes "planetary citizenship education" for a harmonious relationship between human species and the Earth they inhabit.

Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
    • /
    • v.23 no.1
    • /
    • pp.95-103
    • /
    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

A Study on "On-tact" Christian Education in the Post-Corona Era (포스트 코로나 시대의 "온택트(ontack)" 기독교교육에 관한 연구)

  • Yang, Kum Hee
    • Journal of Christian Education in Korea
    • /
    • v.68
    • /
    • pp.41-76
    • /
    • 2021
  • This paper begins with the question of whether "on-tact" Christian education, which has become the most new-normal phenomenon since Corona 19, will remain as a decisive form of Christian education even in the post-Corona era. In order to answer that question, this study explored whether on-tact Christian education has its own domain of experience and educational elements that cannot be replaced by face-to-face education, specifically focusing on "types of on-tact Christian Education", "discussion of digital church" and "digital epistemology". Through research on "types of onn-tact Christian education," it confirmed that, when viewed on the basis of 'participation' or 'communication', on-tact Christian education has an independent field of experience and educational elements. Through contemplation on "digital ecclesiology", it found that on-tact education is the decisive channel for Christian education to reach digital generation. It also found a new metaphor from the "network" concept for the public church and the Kingdom of God. This paper also found that we experience the perception of the body that is expanded through the combination between the body and technology in the digital world, and that this is a unique epistemology that occurs only in the digital world. Based on the above points, it affirmed that on-tact Christian education is not simply a means of supplementing face-to-face education in the era of COVID-19, but is a Christian education that has an independent field of experience and educational power that face-to-face education cannot replace. Thus it foresees that on-tact Christian education will continue to expand as a center and form of Christian education even in the post-corona era.

Rifle performance improvement cost estimation through Relation between the accuracy and Engagement results Using the Engagement class simulation model (명중률과 교전결과의 상관관계분석을 통한 개인화기 성능개선비용 추정 : 교전급 분석모델을 중심으로)

  • TaeKyeom Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.1
    • /
    • pp.289-295
    • /
    • 2024
  • This study analyzes the correlation between the accracy of rifle and the result of engagement. And estimates the improvement cost of the rifle accordingly. For this experiment, an engagement class simulation model(AWAM: Army Weapon Effectiveness Analysis Model) was used. We also selected the rifle, which is a portable weapon for the experiment. Prior to this experiment, we conducted a reliability test(VV&A: Verification, Validation and Accreditation) on the model. The VV&A process is mainly done during the development of the DM&S model, which is also necessary for the operation of the M&S. We confirmed the need for VV&A during the experiment and obtained reliable experimental results using the corrected values. In the Accuracy Experiment we found that the 20% improvement is the most effective. And we were able to estimate the cost of acquiring a rifle with a 20% higher accuracy. The cost was estimated by simple regression analysis based on the price of the current rifle. Through this study, we could know the impact of the accuracy of rifle on the experimental results and estimate the cost of improved rifle.