• Title/Summary/Keyword: Reality

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Concept Analysis of Reality Shock in New Graduate Nurses (신규간호사의 현실충격 개념분석)

  • Choe, Myeong-Hui;Lee, Ha-na
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.376-385
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    • 2016
  • This paper aims to understand the conceptual definition and the characteristics of reality shock in new graduate nurses. We analyzed the data using the hybrid model, initially introduced by Schwartz-Barcott and Kim. The data used in this study were collected from six recently graduated nurses who work in S-si and G-si. Another part of the data was obtained from literature review regarding Reality Shock. We categorized Reality Shocks in recently graduated nurses into nine attributes within a three-dimension model. The dimensions include "cognitive", "emotional", and "situational" domains. The cognitive domain is to be aware of the factor that causes Reality Shock. The emotional domain is the negative emotional responses that appear when facing a situation causing Reality Shock. The situational domain is the sort of circumstantial situations that cause Reality Shock. Reality Shock is defined as recently graduated nurses having several negative emotions, such as powerlessness, difficulty in peer relationships, confusion, and pressure due to (i) the differences between reality of nursing and what they have learned in school, (ii) the differences between an ideal situation and the real situation, (iii) the lack of expertise of senior nurses, (iv) a situation without the respect from colleagues, and (v) the overloaded role compare with the expectations. In conclusion, we provide a guideline for establishing a strategy to reduce Reality Shock in recently graduated nurses by identifying the concept of Reality Shock.

Industrialization of Augmented Reality Contents : Focusing on the 21st Century's Films and Augmented Reality Arts (증강현실 콘텐츠의 산업화 : 21세기 영화와 증강현실 예술을 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.347-374
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    • 2014
  • The aim of this article is to consider the future of industrialization of Augmented Reality contents focusing on cinematic imagination of films that used Augmented Reality techniques and artistic imagination of Augmented Reality Arts in the 21st century. The film showing future technology through cinematic imagination plays an role in the presentation of future vision important. Augmented Reality Arts show the big picture of future arts, future aspect of society, and future culture by using technically possible present technology. I classified the researched films according to Augmented Reality technique. It is expected that Gesture Recognition will develop with transparent display device techniques, Hologram techniques will be changed into individualized communication styles, Biometrics will be able to evolve into multi-Biometrics, and Wearable Computer will develop in the aspect of physical body augmentation and then industrialize. In Augmented Reality Arts, it seems that the various utilization of avatar will be related to Hologram, the utilization of the physiological phenomenon of the human body will be related to Biometrics, the mixture of reality and virtual reality will utilize display devices through Gesture Recognition, and a new experiment of HMD(Head-Mounted Display) will industrialize with the diversification of Wearable Computer. Augmented Reality contents created through the imagination and representation in the films and arts take a role in helping human life, and, at the same time, show the future image industrialized in the way of combination between human and environment without a medium.

Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of (3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로)

  • Park, Kyung Mi;Yang, Jong Hoon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.259-280
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    • 2014
  • Animation is showing the highest record in entertainment around the world and writing the history of 3D animation again. The image contents effect thanks to the proper introduction of the state-of-art digital technology, which is one of the causes of the outstanding entertainment and the factual reproduction of the images, provided an opportunity to transmit the meaning of image aesthetics, which is a virtual reality and image reproduction through the reality realization of photo medium, and to reinterpret the boundary of virtual reality. Especially, the development of digital contents technology due to scientific technologies demolishes the boundary of virtual reality and reality and creates the effect of making viewers be absorbed by realizing the virtual reality by means of 3D reality images which highlight the special characteristic of photos. The aspect of the contents technology and image aesthetics which can be interpreted in a view point beyond the existing concept of reality is found in the aura theory of Benjamin and in the Simulacres of Baudrillard. The 3D image by photo-reality herein presents various suggestions in the aspect of real existence of spatial expression, the meaning creation process of reality, the existence value of virtual images.

A Study on the Application of Packaging and Augmented Reality as a Marketing Tool (마케팅도구로서 증강현실과 패키징 분야 적용에 관한 고찰)

  • Kim, Jongseo;Ko, Euisuk;Lee, Hakrae;Shim, Woncheol;Kang, Wookgun;Kim, Jaineung
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.25 no.2
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    • pp.37-45
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    • 2019
  • Packaging protects products and delivers information to consumers, and interacts with consumers using various technologies such as NFC and QR Code. Recently, augmented reality technology is widely used in the marketing field, and augmented reality market is expected to continue to grow according to Gartner Hype cycle. However, augmented reality is only used by a few companies in the packaging field. By applying augmented reality to packaging, companies can move away from the limited packaging size and provide consumers with more information about their products. In addition, augmented reality can improve the understanding of the product to consumers by interacting with consumers through a variety of content, and positively attract consumers' interest in the brand. Therefore, this study summarized the definition, characteristics, advantages, and market status of packaging and augmented reality, and analyzed the characteristics and cases of content types of augmented reality. As a result, we confirmed the characteristics of marketing using augmented reality, and especially the necessity of applying augmented reality as a marketing tool in the field of packaging.

Towards Designing Human Interactions for Learning Support System using Virtual Reality Technology

  • Iwane, Noriyuki
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.11-14
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    • 2014
  • We have been designing human interactions for some learning support system or education system. The design is based on a symbol grounding model. The model is applicable to many learning domains using virtual reality technology. The design policy is simple and compact. In order to realize the policy we use/reuse some devices from the viewpoint of virtual reality. This paper introduces basic ideas and explains several example cases based on the idea.

The Character Design at the Age of Simulation

  • Gong, Nian;Lee, donghun
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.425-426
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    • 2015
  • With the progress of science and technology, animation is no longer about simply describing the nature. People's imagination is elevated to new stage, which not only improve the image in the reality, but also create the absent image in the reality. To analyze according to the existence, these characters have two basic elements. The one is the character existing in the reality, we process and design it according to the artistic technique, so as to make it service for the plot and film (hereafter called documentary character). The other is the character not existing in the reality (hereafter called conceptual character), which is called simulation image by Baudrillard.

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Computer Graphics and Virtual Reality Research in NCTU

  • Shih, Zen-Chung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.129-140
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    • 1998
  • There is considerable research activity related to computer graphics and virtual reality within the National Chiao Tung University (NCTU), Hsinchu, Taiwan. In this article, we describe the history of computer graphics at NCTU and report on our current research topics and future works. Besides we also briefly outline the research works on computer graphics and virtual reality within universities in Taiwan.

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Computer-generated integral imaging system used in virtual reality (가상현실에 이용할 수 있는 컴퓨터 생성 집적 영상 시스템)

  • Seok, Myeong-Hun;Min, Seong-Uk
    • Proceedings of the Optical Society of Korea Conference
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    • 2005.07a
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    • pp.158-159
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    • 2005
  • Three-dimensional(3D) integral imaging system which can be used in a virtual reality system is proposed. The proposed system uses a new image mapping algorithm which can achieve the real time processing, which is indispensable for the virtual reality system. 3D images generated by the advanced graphic software such as OpenGL API can be directly used without complex adaptation. Therefore, the computer-generated integral imaging system using the proposed mapping algorithm can be successfully applied to virtual reality.

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Postural Balance Rehabilitation using Virtual Reality Technology (가상현실기술을 이용한 자세균형재활훈련에 관한 연구)

  • 이정수;정진석
    • Journal of Biomedical Engineering Research
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    • v.17 no.3
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    • pp.313-318
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    • 1996
  • We proposed a new system for the postural balance rehabilitation training. For the purpose, we used the virtual hiking system using virtual reality technology. We evaluated the system by measuring the parameters such as path deviation, path deviation velocity, cycling time, and head movement. From our results, we verified the usefulness of virtual reality technology in rehabilitation. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

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Virtual Reality Applications with Haptic Feedback (헵틱 피드백을 갖는 가상현실 응용 사례)

  • Yoon-Sang Kim;Do-Hoe Kim
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.6
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    • pp.12-16
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    • 2002
  • Virtual reality (VR) opened the possibility of moving beyond the 2-D world of conventional desktop systems to an immersive, multi-sensory environment generated by computer graphics. Haptic feedback (Haptics) is now starting to get recognition and use in intensive applications for manipulation, while smell and taste feedback are at the stage of early research. This paper reviews some current works on increased haptic feedback augmentation in virtual reality applications.