• Title/Summary/Keyword: Reality Convergence

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A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.

Research of Space Augmented Reality based Convergence Performance - Focused on Images used for Performing Arts - (공간 증강현실 기반의 융합형 퍼포먼스에 관한 연구 - 공연예술에 사용된 이미지 영상을 중심으로 -)

  • Lee, Gyu-Jeong
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.672-688
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    • 2016
  • This paper confirmed the roles of images of performance arts, through an analysis of the performance arts realizing media augmented reality, and proceeded audience studies through t-test for verifying the results. As a result, the images used for the performance arts interacted with the audiences through mixing of media, and led to satisfaction for the performance through strong flow and understanding. For some parts, however, an indiscreet use of images caused audiences, who are still familiar with traditional performance arts, to react exclusively toward the media. Eventually, at this time trying new change, convergence media performance arts with images need to orchestrate performance arts and media, so that multiple audiences can easily understand and enjoy, and make an effort to let the audiences get satisfaction based on various experiences. For this, a producer should dedicate to create strategic performance arts contents that can provide professional new knowledge and information, considering even audiences' recognition, as well as their perceptional and psychological characteristics.

An Exploratory Study on User Experience of Augmented Reality Advertising (증강현실 광고의 사용자경험에 대한 탐색적 연구)

  • Sung, Jungyeon;Jo, Jae-wook
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.177-183
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    • 2016
  • Augmented Reality(AR) has been further developed through connectivity with Artificial Intelligence (AI), Big Data, the Internet of Things(IoT). The interest of AR in the advertising is on the increase. However, it needs to explore the use of AR technology in advertising based on user experience rather than the technical aspects. This study is very significant in that it is the exploratory study which provides guidelines in the field of utilizing AR, particularly based on direct user experience. In addition, through a quantitative survey, it checks the validity of the present study to verify the impact of utilitarian, experiential value of AR ad on brand attitude as consumer attitude. The characteristics of AR ad based on user experience through this study will provide guidance to utilize AR ad, utilizing AR technology in various fields, such as education and exhibitions in developing convergence contents that can provide practical value.

A Study on the Design and Effect of Feedback for Virtual Reality Exercise Posture Training (가상현실 운동 자세 트레이닝을 위한 피드백 설계 및 효과 연구)

  • Park, Woohee;Kim, Jieun;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.79-86
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    • 2020
  • It is important to exercise in the correct posture in order to increase the exercise effect of the core exercise. This paper introduces a system that can train an exercise posture by providing feedback so that a user who performs core exercise in a virtual reality environment can take an accurate posture. It targeted three core movement postures, such as squat, lunge, and bridge, and provides visual feedback and haptic feedback to the user to take an accurate posture. The reference posture is generated by adjusting the expert's posture to the user's body length, and the accuracy of the exercise posture is calculated by comparing the user's posture with the reference posture. The effectiveness of the feedback was verified through user experiments, and the training effects according to the design of the feedback were compared.

A convergence study on the influence of full immersion virtual reality on the autonomic nervous system of healthy adults (완전몰입 가상현실이 건강한 성인의 자율신경계에 미치는 영향에 대한 융복합 연구)

  • Kang, Jong-Ho;Kim, Chung-Yoo
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.131-135
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    • 2018
  • The purpose of the present study was to examine the effects of full immersion virtual reality (VR) on the autonomic nervous system. The study was conducted with 17 men in their 20s. The subjects were given full immersion VR content, and electrocardiogram (ECG) signals were measured for five minutes before and after the application of the full immersion VR. The autonomic nervous system was evaluated by analyzing the LF, HF, TP, and LF/HF ratio of the ECG signal. The obtained data was analyzed by conducting a paired sample t-test. After applying full immersion VR, the subjects' HF and TP decreased significantly, while their LF/HF ratio increased significantly. According to the results of this study, Full immersion VR provided stress to the autonomic nervous system, but the changes were within the normal range of healthy adults. Therefore, full immersion VR can be safely applied to healthy adults.

Convergence and integration study related to development of digital contents for radiography training using dental radiograph and augmented reality (치과방사선사진과 증강현실을 활용한 방사선촬영법 숙련용 디지털 콘텐츠 개발에 대한 융복합 연구)

  • Gu, Ja-Young;Lee, Jae-Gi
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.441-447
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    • 2018
  • This study aims to develop digital techniques that enable repeated practice of dental radiography using augmented reality technology. A three-dimensional object was fabricated by superimposing a photograph of an adult model and a computed tomography image of a manikin phantom. The system was structured using 106 radiographs such that one of these saved radiographs is opened when the user attempts to take a radiograph on a mobile device. This system enabled users to repeatedly practice at the pre-clinical stage without exposure to radiation. We attempt to contribute to enhancing dental hygienists' competency in dental radiography using these techniques. However, a system that enables the user to actually take a radiograph based on face recognition would be more useful in terms of practice, so additional studies are needed on the topic.

The forming, practicing and shifting of the discourse on the convergence of broadcasting & telecommunication (방송통신융합 담론의 형성과 실천 그리고 변위)

  • Lee, Won
    • Korean journal of communication and information
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    • v.48
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    • pp.25-45
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    • 2009
  • The convergence of broadcasting & telecommunication is not a reality by itself, but recognized as a reality by the discourse which defines and explains it. It is the premise from which this article aims at studying how the discourse on the broadcasting-telecommunication convergence is formed, practised and transformed. This study compares the case of France with the case of Korea in order to show how the same discourse can engender different consequences and evolve in a different way in different socio-political situations. The discourse of the convergence was born as a scientific knowledge in the reports of the European Commission and OECD, and accepted as an important object generating social debates. Then, the discourse faces the resistance of pre-existent discourses in France, while it spreads without clash in South Korea. The French discourse results in a horizontal regulation of contents and networks, while the Korean discourse creates a unique regulator for both traditionally distinguished sectors. Finally, unlike France, the scientific discourse of the convergence in South Korea is transformed into even a political, imaginary or utopian discourse.

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A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.465-472
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    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

Design and Implementation of the Smart AR System based on Contextual UX for Expansion of the Interaction (상호작용 확장을 위한 상황적 UX 기반의 스마트 증강현실 시스템 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.439-445
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    • 2012
  • IT convergence technology is gradually becoming anthropocentric and evolving based on the low-carbon green growth. Augmented reality technique is a contents convergence technology that can mix virtual objects while maintaining a sense of the real world. For that reason, interaction between user and system is possible, can make various applications, and has a high possibility for expandability. To expand the scope of existing interaction, this paper suggests contextual UX-based augmented reality system. It is a system which creates virtual objects that respond to the changes in the real world environment, and users can directly apply their personal preferences to virtual objects. Also, several virtual objects can be registered all at once, and even shows animations corresponding to either day and night according to the brightness of illumination. As said, it improves user's satisfaction through a system of mixed usability, and leads to a continuous use of augmented reality contents.

Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.