• Title/Summary/Keyword: Social Reality

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A Technology Planning Approach Based on Network and Growth Curve Analyses : the Case of Augmented Reality Patents (네트워크분석과 기술성장모형을 이용한 기술기획 : 증강현실 기술의 특허를 활용하여)

  • Kim, Jungwook;Jeong, Byeongki;Yoon, Janghyeok
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.5
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    • pp.337-351
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    • 2016
  • As technologies' life-cycle shortens and their development directions are uncertain, firms' technology planning capability becomes increasingly important. Prior patent-based studies using technology growth curves identify developmental stages of technologies, thereby formulating technology development directions from an overall perspective. However, a technology generally consists of multiple sub-technologies and accordingly their development stages are likely various. In this regard, the prior studies failed to identify core sub-technologies and their specific development directions. Therefore, we suggest an approach consisting of 1) identifying core sub-technologies of a given technology using patent co-classifications and social network analysis, and 2) identifying each sub-technology's development stage and thereby determining its further development direction. We apply our approach to patents related to augmented reality to examine its applicability. It is expected that our approach will help identify evolving development stages for the core sub-technologies of a given technology, thereby effectively assisting technology experts in technology planning processes.

A Study on Typology of Virtual World and its Development in Metaverse (메타버스 내 가상세계의 유형 및 발전방향 연구)

  • Han, Hye-Won
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.317-323
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    • 2008
  • The purpose of this study is to show typology of virtual world and to look out how virtual world develops especially in Korea. As paradigm changes, the scientific virtual reality and world wide web are absorbed into 3-D virtual world in Metaverse. The metaverse is the convergence of virtually enhanced physical reality and physically persistent virtual space. There are two categories of virtual world, the Ludic Virtual World which is oriented from games like MMORPGs and the Social Virtual World which is oriented from network communication system. Compared to North America and Europe, the Ludic Virtual World and game society grow and develop quickly in Korea. It's because Korean users prefer the online environment where millions of people live out a collective fantasy existence.

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A Case Study of Video See-Through HMD in Military Counseling Service

  • Lee, Yoon Soo;Lee, Joong Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.101-107
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    • 2022
  • In Korea, the military has been conducting counseling forthe preemptive detection of psychologically unstable soldiers to prevent unexpected accidents and to help them adapt to military life. However, several soldiers feel anxious about face-to-face counseling with military officers and they have difficulty expressing themselves. Video See-Through HMD is a state-of-the-art mixed reality device that converts the user's real view into a digital view, which leads users to feel the actual situation as the virtual. To validate its usefulness as a new psychological counseling aid, we investigated 11 army soldiers who are under the counseling program in barracks. During the counseling conversation, participants were asked to wear or take off the Video See-Through HMD repeatedly. All conversations were recorded for behavioral observation. As a result, 80% of the soldiers showed a relatively stable state of mind when wearing the Video See-Through HMD, which leads them to be innocent and frank about their concerns. This method could improve the effectiveness of counseling to prevent unexpected accidents caused by unnoticeable psychological instabilities of the clients.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

A Study on the Reality of Interactive Documentary : Focusing on (인터렉티브 다큐멘터리의 리얼리티에 관한 연구 : <마리보시위>를 중심으로)

  • Shi, Yu;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.332-343
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    • 2021
  • This study shows that reality in interactive documentaries can be distinguished between narrative reality and visual reality, which can be defined as a feature of reality-based interactive documentaries. This study reveals the visual reality in that all audiences who visually watched "The Maribor Uprisings" were immersed in the movie presented by the producer, and thus sympathized with the problems of non-violent protests and social conflicts through two-way communication between the audience and the actors. This study also confirms that epic reality in that it can selectively participate in the narrative of movies through questions about democracy in action. Besides, this study finds that the reality expressed in the interactive documentary deepens the audience's 'immersion', showing that the direction of the narrative can be determined by reflecting the opinions of the audience on an event or narrative of the movie. In this process, the audience was found to have the characteristics of being able to recognize and rediscover events in the movie as if they were close to them.

The Effect of Social Support on Service Quality of Youth Training Facility Employees in Internet of Thing Environment: The Mediating Effect of Empowerment (사물인터넷 환경에서 청소년수련시설 종사자의 사회적 지지가 서비스 질에 미치는 영향: 임파워먼트의 매개효과 중심으로)

  • Youn, Ki-Hyok;Lee, Jin-Yoel
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.31-38
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    • 2020
  • This study was intended to verify the parameter effects of empowerment in the effect of social support of the employees of youth training facilities on the quality of service. The purpose of this study was to provide basic data for improving the service quality of youth training facility workers. As a result of this study, first, social support and empowerment had a positive effect on service quality. Second, the partial mediating effect of empowerment can be confirmed. Based on the results of this study, the following suggestions were made. First, for the social support of the employees, the middle managers and facility managers of youth training facilities should use the Internet environment such as the Internet and smart phones. Second, in order to improve empowerment, support for information related to work, material support related to compensation, and evaluation support related to business processing should be provided. Third, to improve the empowerment of workers, it is necessary to augmented reality(AR), virtual reality(VR), and flip learning program using the Internet of Things environment.

A Qualitative Study on Parents'Experiences with Their Children Handicapped with Restricted Growth (저신장장애 자녀를 둔 부모의 양육경험에 관한 질적 연구 : '자라날 수 없는' 아이에서 '자라날 수 있는' 아이로 키우기)

  • Chong, Hye-suk;Lee, Kyoung-ran
    • Korean Journal of Social Welfare Studies
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    • v.45 no.2
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    • pp.173-202
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    • 2014
  • This qualitative study is designed to explore parents' experiences with their children handicapped with restricted growth. The parents' unique reality and its essential meanings are elicited through in-depth interviews enabling to reflect the insider's perspective. "From the child unable to grow to the child able to grow" is identified as the main theme penetrating through the participants'parenting experiences unique to their reality. Embracing the shock and the disappointment related to their children 'unable to grow', they thrive to make their children able to grow. However, they eventually accept their children's handicap, in spite of never doing it easily, by getting confronted with the limits of making their children grow in stature, and the social stigma and the difficulty their children experience. Therefore, they get to take alternative perspectives not focusing on their children's stature unable to grow but on psycho-social growth able to grow. Social welfare plans to support the handicapped with restricted growth and their parents are suggested.

A study on Korean Church based on discourse analysis of the daily newspaper: The relationship between Society and Protestantism in the 21st Century in Korea (일간지 담론분석을 통해 본 한국 개신교 : 21세기 한국적 상황에서 사회와 개신교의 관계성 성찰)

  • Oak, Sungsam
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.75-106
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    • 2022
  • The religious discourse produced by the daily newspapers can be viewed as a 'social-relationship' discourse rather than a religion's 'faith-identity' discourse. As a social relationship discourse, the understanding of Korean Church (Protestantism) discourses should be understood in the context of the social structural changes in South Korea. The public discourse produced by the media shows a reality that has been interpreted with specific values and standards on the premise of Spatio-temporal specificity rather than the actual social reality. This research approaches the Korean Church discourses produced by the daily newspaper from a social constructionism perspective. Moreover, the globalization theory is especially highlighted due to the social structural changes in South Korea. The research purpose is to reflect on the relationship between Korean society and the Korean Church in the 21st-century Korean situation through content analysis and discourse analysis in Korean newspapers. As a result of analysing the Korean Church discourse produced by the daily newspapers over the past 18 years (2004-2021), it was found that various mutual conflicts between Korean society and the Korean church were occurring.

The Reality Therapy Program Effect on Occupational Stress in Company Employee (현실요법 집단상담 프로그램이 직장인의 직무스트레스에 미치는 효과)

  • Kim, Se-Bong;Byun, Sang-Hae
    • 한국벤처창업학회:학술대회논문집
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    • 2009.08a
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    • pp.27-41
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    • 2009
  • This study research the effect that the reality therapy program reduces the occupational stress in company employee. The subjects of this research were company employees of the A area in 30-40's. They were divided into two groups: an experimental group of 10 company employees, and a control groups of 10 company employees. And the reality therapy program was executed to the experiment group. A measurement tool was used a standard occupational stress scale for korean employee that developed by The Korean Society of Occupational Stress. For the purpose of the study, it was t-test to analyze collected data. The result of the study was that the occupational stress in an experiment group which take part in the reality therapy program was meaning statistically reduced than the control group.

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Innovation resistance and adoption regarding a virtual reality motion-sensing input device (가상현실 모션센싱 입력장치에 대한 혁신 저항과 수용)

  • Park, Hyun-jung;Choi, Jaewon;Shin, Kyung-shik
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.191-213
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    • 2015
  • With the advancement of virtual reality technology, virtual reality contents and devices are being competitively released. This research deals with an early stage adoption model of a motion-sensing input device which enhances the user experience of these virtual reality contents and devices. In contrast to the previous research on the adoption or resistance of innovative products, this work compares and analyzes the antecedents in MIR(Model of Innovation Resistance) of resistance-perspective as well as those in UTAUT2(Extended Unified Theory of Acceptance and Use of Technology) and IDT(Innovation Diffusion Theory) of adoption-perspective, and suggests a resistance-incorporated adoption model from a new viewpoint. The analysis of questionnaire data indicates the following results: Performance expectancy, effort expectancy, price value, hedonic motivation in UTAUT2 and visibility in IDT have a significant negative influence on innovation resistance. Compatibility in IDT and MIR exerts a positive influence on perceived value. Social influence and hedonic motivation in UTAUT2 positively relates to perceived value. Higher innovation resistance results in lower perceived value, with innovation resistance and perceived value negatively and positively affecting intention to use, respectively.