• 제목/요약/키워드: Presence Experience

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사물인터넷에서 프레즌스의 경험증대를 위한 메타포 강화연구 -보이지 않게 보이게 (Study of strengthening Metaphor for increasing the experience of presence in internet of things -Invisibly Visible)

  • 권양희;류재하;김상욱
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2016년도 춘계 종합학술대회 논문집
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    • pp.97-98
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    • 2016
  • 뉴미디어 아트에서 사용자의 몰입(sensor immersion)은 작품의 메타포(Metaphor)를 강화하고, 사용자에게 프레즌스(Presence)를 증대시켜 줄 수 있는 중요한 요인이 된다. 미디어 아트 Invisibly Visible은 3D 영상콘텐츠와 함께 응답형 물리환경을 실제 공간에 제공함으로써 사물인터넷(Internet of Things) 세상에서 사람중심의 행위가 예술작품의 자연스러운 참여형태로 이루어지는 뉴 미디어 아트의 새로운 장이 될 수 있으리라 기대한다.

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유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석 (Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System)

  • Kim, Daewhan;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제24권10호
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    • pp.1390-1393
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    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.

원격지 공간 가상 휴먼 가이드 영향 분석 (Effects on the Virtual Human Guide of Remote Sites)

  • Chung, Jin-Ho;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제26권8호
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    • pp.1255-1258
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    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.

Blended e-Learning Strategies for Effective Teaching in Traditional Universities

  • LEE, Hye-Jung;KIM, In-Su
    • Educational Technology International
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    • 제8권1호
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    • pp.71-90
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    • 2007
  • The purpose of this study was to suggest instructional strategies applicable to Blended e-Learning. After examining how traditional universities utilized e-learning, it is attempted to have an interview with three working-level people and seven instructors, who widely applied e-learning to their classes. As a result, it is found that the instructors had some wrong understanding of e-learning, and their wrong perception was rooted in their lack of experience of providing e-learning and their reliance on fragmentary, superficial information. It deterred them from putting e-learning into active practice. Besides, it's additionally attempted to describe how blended e-learning could respectively be applied to different types of lectures, how to improve its social presence and how it could be used for evaluation

영상의 해상도와 HMD의 휘도가 가상현실 시청 경험에 미치는 영향 (Effects of Image Resolution and HMD Luminance on Virtual Reality Viewing Experience)

  • 이혜진;정동훈
    • 방송공학회논문지
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    • 제23권1호
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    • pp.74-85
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    • 2018
  • 본 연구는 영상의 해상도와 디바이스의 휘도가 다르게 제시된 가상현실 영상 시청 시, 인지된 특성, 프레즌스 그리고 피로도에 미치는 효과를 확인하고자 하였다. 실험은 혼합 설계로 구성되었으며, 해상도는 HD, 2K, 4K의 3가지, 휘도는 20, 60, 100의 3가지로 분류하였다. 모든 실험 참여자들은 2분 분량의 영상 3편, 총 6분의 영상을 시청하였으며, 각각의 영상 시청 후 설문에 응답하였다. 해상도와 휘도 사이의 상호작용 효과를 보고자 하였으나, 해상도와 휘도 간의 상호작용은 보이지 않았다. 해상도와 휘도의 주효과를 분석한 결과, 깊이지각감의 휘도, 시관관여의 해상도 그리고 조절피로의 해상도에 통계적으로 유의미한 차이를 보였고, 해상도와 휘도가 높을수록 인지기능, 프레즌스 그리고 피로도가 높은 것으로 나타났다.

Customer Satisfaction from Open Source Software Services in the Presence of Commercially Licensed Software

  • Moon, Jung Oh;Lee, Habin;Kim, Jong Woo;Aktas, Emel;Tsohou, Aggeliki;Choi, Youngseok
    • Asia pacific journal of information systems
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    • 제25권3호
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    • pp.473-499
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    • 2015
  • The limited literature on Open Source Software (OSS) customers' adoption does not provide explanations on how OSS services are adopted by customers in the presence of functionally superior commercially licensed software (CLS). This paper aims to uncover the process that shapes customer satisfaction of OSS services in comparison to CLS. Expectation Disconfirmation Theory (EDT) is adapted and integrated with pre implementation factor model that influences software customers' expectations including cost, reputation, and experience. The constructed research model is empirically validated using a field survey of OSS and CLS database management system (DBMS) customers in Korea. The theoretical contribution of the paper lies on the application of EDT to explain the wide adoption of OSS DBMS services in the presence of functionally superior CLS DBMSs. Furthermore, this paper integrates EDT with pre-implementation factors for customers' expectations, which has been considered a limitation of the theory. Among the practical contributions, this study draws attention to the substantive differences between OSS and CLS customers' expectations. Additionally, it offers initial explanations for the differences in customer behavior for OSS and CLS and the way that customers' expectations and actual performance are mingled together to form customer satisfaction.

항공과 대학생들의 실시간 온라인 원격수업의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 후기수용모델을 중심으로 (An Empirical Study on the Factors Affecting Continuance Intention to Use of Online Distance Learning of Airline Department Collegue Students : Focused on Post-Acceptance Model)

  • 이유진
    • 한국IT서비스학회지
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    • 제19권5호
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    • pp.107-124
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    • 2020
  • Due to spread of covid-19, which began in December 2019, the usage of online distance learning has expanded within colleges. However, because of the lack of readiness for running online distance learning, professors and students had to experience a lot of inconvenience. In the near future, the usage of online distance learnig is expected to more expand, thus, it seems that there should be a strategies for sustainable online learning operations. This study aims to investigate which factors have impact on the continuance intention to usage of online distance learning of airline department students, focused on Post-Acceptance Model. For the empirical analysis, this study utilized a structural equation model after collecting 136 survey data. The results is as follow; First, user interface has positive impact on confirmation and confirmation has positive impact on satisfaction of online distance learning. Seconds, confirmation has positive impact on perceived usefulness, flow and social presence. Third, social presence has positive impact on satisfaction of online distance learning, but perceived usefulness and flow didn't have statistically meaningful impact on satisfaction. Finally, statisfaction of online distance learning has huge positive impact on continuance intention to usage. It is expected that the implications of this study enable colleges effectively to run online distance learning in preparation for the post-covid 19 era.

Integrated Media Platform-based Virtual Office Hours Implementation for Online Teaching in Post-COVID-19 Pandemic Era

  • Chen, Mingzi;Wei, Xin;Zhou, Liang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권8호
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    • pp.2732-2748
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    • 2021
  • In post-COVID-19 pandemic era, students' learning effects and experience may sharply decrease when teaching is transferred from offline to online. Several tools suitable for online teaching have been developed to guarantee and promote students' learning effects. However, they cannot fully consider teacher-student interaction in online teaching. To figure out this issue, this paper proposes integrated media platform-based virtual office hours implementation for online teaching. Specifically, an integrated media platform (IMP) is first constructed. Then, virtual office hours (VOH) is implemented based on the IMP, aiming at increasing student-teacher interactions. For evaluating the effectiveness of this scheme, 140 undergraduate students using IMP are divided into one control group and three experimental groups that respectively contain text, voice and video modes. The experiment results indicate that applying VOH in the IMP can improve students' online presence and test scores. Furthermore, students' participating modes during VOH implementation can largely affect their degree of presence, which can be well classified by using principal component analysis. The implication of this work is that IMP-based VOH is an effective and sustainable tool to be continuously implemented even when the COVID-19 pandemic period ends.

유아교육 관련 학과 학생의 구강보건교육 필요도에 관한 연구 (Necessity of oral health education for students major in early childhood education)

  • 구효진;이명주
    • 대한치위생과학회지
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    • 제1권1호
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    • pp.11-21
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    • 2018
  • This research is intended to develop oral health education program that can improve quality of oral health of infants by investigating the actual condition of oral health education provided to students major in early childhood education and contents and method of oral health education that they needed. A questionnaire survey was conducted for 427 students enrolled in related departments such as the Early Childhood Education Division and the Early Childhood Education Department at five universities in Gyeongsangnam-do. Questionnaires consisted of general characteristics, awareness of oral health, presence of experience in oral health education, necessity of oral health education, preference for oral health education method, oral health education contents. The collected data were analyzed by SPSS(Statistical Package for the Social Science) Ver 20.0. 1. Presence of experience in oral health education based on the general characteristics showed statistically significant differences only concerning the 'school system' and the 'school year' (p<0.05), and subjective awareness of oral health based on the presence of oral health education experiences showed statistically significant differences concerning the 'interest in oral health' and the 'importance of oral health' (p<0.05). 2. Necessity of oral health education based on the subjective awareness of oral health showed statistically significant differences concerning the 'interest in oral health' and the 'importance of oral health' (p<0.05). 3. Necessity of oral health education based on the preference for oral health education method showed statistically significant differences concerning the 'intention to participate in oral health education' and the 'oral health education cycle' (p<0.05). 4. The most necessary information for oral health education is proper toothbrushing method 4.24, cause of tooth decay and prevention method 4.13, helpful food and poor food for tooth 3.97, toothbrush selection and storage method 3.85. Fluoride application and fissure sealant were lowest 3.38. As a result of this research, necessity of oral health education was large regardless of general characteristics, experience in oral health education, subjective awareness of oral health, and preference for oral health education. Also the more the 'interest in oral health' in 'subjective awareness of oral health', the more the 'necessity of oral health education' and 'intention to participate in oral health education'. Therefore it is necessary to develop systematic and repetitive oral health education for students major in early childhood education.

A Comparative Study by Age in Evaluating Web-based 3D Model House

  • Ha, Jimin;Park, Soobeen
    • Architectural research
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    • 제15권4호
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    • pp.175-182
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    • 2013
  • This study aims to explore age-related differences with the assessment tools in the web-based 3D virtual model house and to propose the 3D model house criteria which everyone can use easily. The participants came from three age groups, ranging from their 20s to their over 40. Presence, Usability and Space perception and cognition in the experiment for navigating and evaluating the web-based 3D model house were measured and compared through one-way ANOVA and two-way ANOVA. The results and conclusions are as follows. (1) The younger the participants were, the more positive they evaluated the experiment on Presence. However, 20s needed higher presence than other two groups. (2) 30s and over 40 groups evaluated that the 3D virtual model house was more efficient than an actual model house on Usability. When the participants were younger, the values of 'expressivity' factor were higher. (3) The younger the participants were, the more positive they perceived the virtual environment (VE) on Space perception and cognition scale. There were no significant differences in the selection of dwelling size and the floor plan type. There were no significant differences of interaction effects between age and online gaming experience on Presence and Usability. The results of the current study demonstrate that there are differences among age groups and older groups have difficulty navigating and assessing in a VE. Although older groups take longer to adapt in the VE, they regard the 3D model house as an effective tool for purchase of house.