• Title/Summary/Keyword: Multimodal Contents

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Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.1-6
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    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.

Assessment of VARK Learning Styles in Medical School and the Influence of Gender Status, Academic Achievement (의과대학생의 VARK 학습양식과 성별, 학년, 학업성취도간의 차이분석)

  • Yoo, Hyo Hyun;Kim, Young-Jon
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.144-152
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    • 2019
  • Learning styles are the methods of gathering, processing, interpreting, organizing the information. VARK learnig inventory is instructional preference classified according to their visual(V), aural(A), read-write(R), and/or kinesthetic(K) sensory modality preferences(SMP). Learner-centered learning is emphasized, but there are few studies on VARK learning styles in Korean medical school. The purposes of this study were to assess the student' SMPs and compare those with gender, status, and academic achievement. The subjects of study were 394 students at C Medical School and Graduate School of Medicine. For the study style test, 16 questions were used in Korean version of VARK test paper© 7.0 developed by Fleming provided on the VARK website. Academic achievement was converted into a standardized score(t score). Frequency analysis, cross analysis, and variance analysis(t-test, ANOVA) were conducted to identify learning style disposition and differences between groups. The uni-modal type was 87(22.1%) and the multimodal was 307(77.9%). Regardless of gender, quasi-modal VARK was the most preferred. There was no significant difference in learning styles by gender. The first grade in medicine was the lowest in uni-modal type(8.8%) and the highest in quasi-modal VARK type(47.8%), while the fourth grade was the highest in uni-modal type(30.7%) and the lowest in quasi-modal VARK type(19.8%) and tri-modal type(19.8%). There was no difference in academic achievement by all learning types(F=1.09, p=0.37). The knowledge about students' learning styles is helpful for instructors to apply more learner-centered teaching strategies in medical education.

A Bio-Edutainment System to Virus-Vaccine Discovery based on Collaborative Molecular in Real-Time with VR

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.109-117
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    • 2020
  • An edutainment system aims to help learners to recognize problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Edutainment contents can be usefully applied to education and training in the both scientific and industrial areas. Our present work proposes an edutainment system that can be applied to a drug discovery process including virtual screening by using intuitive multi-modal interfaces. In this system, a stereoscopic monitor is used to make three-dimensional (3D) macro-molecular images, with supporting multi-modal interfaces to manipulate 3D models of molecular structures effectively. In this paper, our system can easily solve a docking simulation function, which is one of important virtual drug screening methods, by applying gaming factors. The level-up concept is implemented to realize a bio-game approach, in which the gaming factor depends on number of objects and users. The quality of the proposed system is evaluated with performance comparison in terms of a finishing time of a drug docking process to screen new inhibitors against target proteins of human immunodeficiency virus (HIV) in an e-drug discovery process.

From Multivalent Mediality to Cross-Sector Synergy: The Archetypal Function of Dramatized Blockbuster Ballad Music Videos in Hallyu Entertainment (한류 컨텐츠의 원형으로서의 서사적 블록버스터 발라드 뮤직 비디오 고찰)

  • Shin, Haerin
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.21-50
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    • 2017
  • The rise of Hallyu (Korean Wave) has generated a treasury of historiographic and cultural inquiries into the phenomenal success of South Korea's media entertainment industry. Whereas the majority of such studies focus on TV dramas and popular music, there is a medium, or rather a hybrid sub-genre within the medium category of short films, that must be reexamined and thus appreciated as the archetypal predecessor of popular Hallyu contents: music videos. The rapidly changing social, political, and economic climate in the mid- to late 1990s called for content that would grasp the attention of a younger, increasingly mobile population with diversified interests and routines that no longer guaranteed fixed-time viewership. Meanwhile, the advent of cable TV channels and high-speed internet service ensured greater temporal and infrastructural accessibility. The media entertainment industry's response to the new opportunities and challenges arising from these sudden growths in the scale, range, connectivity, and mobility of consumer demographics was synergetic cross-sector collaboration in the form of dramatized blockbuster music videos, which combined two popular and lucrative genres: trendy dramas and ballad music. In this essay, by relocating Hallyu's archetypal medium/genre, I claim that increasing upward and sideways mobility across sectors not only inspired new production but also reconfigured the very concept, form, and impact of media-driven cultural imaginary in South Korea.