• Title/Summary/Keyword: Reality Convergence

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Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Feasibility Exploration of Virtual Reality Programming for SW Intensive Education in Elementary and Middle School (초·중학교 SW 심화교육을 위한 가상현실 프로그래밍 도입 가능성 탐색)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.3 no.1
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    • pp.29-36
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    • 2017
  • The Ministry of Education announced plans to introduce SW education to elementary and secondary schools in the 2015 curriculum. However, if we examine major foreign countries where SW education strongly implemented it is found that they stress not only coding education but also real life SW education. Especially they emphasized convergence with other different fields. Therefore, it can be concluded SW education in Korea should be differentiated based on levels of students. For the common basic curriculum, it is needed basic concepts and thinking skills of SW development, but for the enriched curriculum, it should be emphasized SW development education that can be applied to real life experiences and other difference fields as well. Therefore, it is necessary to plan SW intensive education to develop programs for the enriched program. In this study, I explored how virtual reality programming education can be applied to the level of elementary and secondary school students as an enrichment program.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.401-410
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    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

Effects of Linguistic Immersion Synthesis on Foreign Language Learning Using Virtual Reality Agents (가상현실 에이전트 외국어 교사를 활용한 외국어 학습의 몰입 융합 효과)

  • Kang, Jeonghyun;Kwon, Seulhee;Chung, Donghun
    • Informatization Policy
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    • v.31 no.1
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    • pp.32-52
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    • 2024
  • This study investigates the effectiveness of virtual reality agents as foreign language instructors with focus on the impact of different native language backgrounds and instructional roles. The agents were first distinguished as native or non-native speakers treated as a between-subject factor, and then assigned roles as either teachers or salespersons considered within-subject factors. An immersive virtual environment was developed for this experiment, and a 2×2 mixed factorial design was carried out. In an experimental group of 72 university students, statistically significant interactions were found in learning satisfaction, memory, and recall between the native/non-native status of the agents and their roles. With regard to learning confidence and presence, however, no statistically significant differences were observed in both interaction effects and main effects. Contextual learning in a virtual environment was found to enhance learning effectiveness and satisfaction, with the nativeness and the role of agents influencing learners' memory; thus highlighting the effectiveness of using virtual reality agents in foreign language learning. This suggests that varied approaches can have positive cognitive and emotional impacts on learners, thereby providing valuable theoretical and empirical implications.

The Effect of Dynamic Balance on Cyber Motion Sickness of Full Immersion Virtual Reality (완전 몰입형 가상현실로 인한 사이버 멀미가 동적 균형에 미치는 영향)

  • Kim, Na-Eun;Kim, Yu-lim;Moon, Sang-cheol;Lee, Dong-hung;Lim, Ho-jeong;Jang, Eun-kyung;Hung, Ji-eun;Kang, Jong-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.131-138
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    • 2018
  • The purpose of the study was to explore whether the Cyber Motion sickness used VR causes a change in the dynamic balance and fall. For 39 people who voluntarily participated in this study, this study measured the motion sickness questionnaires, the heart rate and stability of limit test in BioRescue. The study used Samsung Gear VR and applied the games to the To the homeland. The game proceeded 20minutes. Although the value of the stability after a VR application is slightly reduced, it did not reach statistical significance. The motion sickness questionnaires increased, and it had a statistical significant impact. Also Heart rate increased and it had a statistically significant impact. A virtual reality game affect for getting motion sickness but it did not affect the dynamic balance. So, cyber motion sickness caused by virtual reality wear does not result in decreased balance and falls.

Research on Digital twin-based Smart City model: Survey (디지털 트윈 기반 스마트 시티 모델 연구 동향 분석)

  • Han, Kun-Hee;Hong, Sunghyuck
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.172-177
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    • 2021
  • As part of the digital era, a digital twin that simulates the weak part of a product by performing a stress test that reduces the lifespan of some expensive equipment that cannot be done in reality by accurately moving the real world to virtual reality is being actively used in the manufacturing industry. Due to the development of IoT, the digital twin, which accurately collects data collected from the real world and makes it the same in the virtual space, is mutually beneficial through accurate prediction of urban life problems such as traffic, disaster, housing, quarantine, energy, environment, and aging. Based on its action, it is positioned as a necessary tool for smart city construction. Although digital twin is widely applied to the manufacturing field, this study proposes a smart city model suitable for the 4th industrial revolution era by using it to smart cities and increasing citizens' safety, welfare, and convenience through the proposed model. In addition, when a digital twin is applied to a smart city, it is expected that more accurate prediction and analysis will be possible by real-time synchronization between the real and virtual by maintaining realism and immediacy through real-time interaction.

The Development of VR based Application for Realistic Disaster Prevention Training (현실감 있는 재난재해 예방 교육을 위한 VR 기반 앱 개발)

  • Kim, Taehoon;Youn, Junhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.287-293
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    • 2018
  • The Korean peninsula has been known as an area that is free of volcanic disasters. However, recent observations and research results of volcanoes in Far East Asia, including Baedu Mountain and Japanese volcanoes, show that the Korean peninsula is no longer a safe area from volcanic disasters. Since 2012, the Korean government has been developing an IT-based construction technology, VDRS (Volcanic Disaster Response System), for effective volcanic disaster response system. The main users of VDRS are public officers in central or local governments. However, most of them have little experience and knowledge about volcanic disasters. Therefore, it is essential to develop education contents and implement training on volcanic disaster response for effective response in a real disaster situation. In this paper, we deal with the development of a mobile application based on virtual reality (VR) for realistic volcanic disaster response training. The objectives of training are the delivery of knowledge and experience for volcanic disasters. First, VR contents were generated based on spatial information. A 3D model was constructed based on a Digital Elevation Model (DEM), and visualization models for meterological effects and various volcanic disaster diffusion effects were implemented for the VR contents. Second, the mobile application for the volcanic disaster response training was implemented. A 12-step story board is proposed for volcanic disaster experience. The application was developed with the Unity3D engine based on the proposed story board to deliver knowledge of various volcanic disasters (volcanic ash, pyroclastic flows, volcanic mudflow etc.). The results of this paper will be used for volcanic disaster response and prevention training and for more realistic training linked with augmented reality technology in the future.

A Study on the Implementation of Coexistent Reality Technology for Ship Outfitting Inspection (선박 의장 검사를 위한 공존현실 기술 적용에 관한 연구)

  • Ha, Yeon-Chul;Kim, Jin-Woo;Kim, Goo;Shin, Hyun-Shil
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.1
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    • pp.13-20
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    • 2020
  • In shipyards, internal materials are assembled after designing and manufacturing each ship's block. Internal material assembly means the installation of parts and equipment except ship's body. In this process, if the assembly of pipes and equipment existing in the block is not done correctly during the assembly between blocks, this causes a lot of costs. In addition, even if the assembly of the internal materials already completed, the production efficiency of the ship is reduced due to rework when problems such as space arrangement of the internal materials occurs. Therefore, this study introduces space arrangement and inspection system before and after hull outfitting work based on coexistence reality technology using 3D design drawing to solve these problems. The various coexistence reality algorithms and inspection systems developed and introduced in this study are based on AR service, which has never been introduced in Korea. So it will be widely applicable to various manufacturing industries using design drawings such as automobiles and architectures as well as ship building process.

Exploration of Activity Factors by Job to Strengthen Adolescent Athletes' Career Capacities (청소년기 운동선수 진로역량강화를 위한 직업군별 활동요소 탐색)

  • Lee, Yang-Gu
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.293-300
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    • 2018
  • To realize various opportunities to choose careers for adolescent sports players, first, it is necessary to help them choose a job suitable for each student's aptitude. In reality, adolescent sports players absolutely have insufficient time for choosing various careers unlike general adolescents and realizing them. Thus, differentiated and specialized convergence learning materials are needed by each job cluster suitable for adolescent sports players' aptitude. The learning materials, specialized for these individual job clusters are a method to show a great effect on education with investing the minimum time, so they have a high value for utilization as necessary learning information for the realization of various opportunities to choose various careers for adolescent sports players.