• Title/Summary/Keyword: VR/AR Contents

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Perceptions of the Middle School Gifted-students and Pre-teachers About the Convergence Class Programs Using Realistic Contents (실감형 콘텐츠를 활용한 융합 수업 프로그램에 대한 중학교 영재 학생 및 예비 교사의 인식 조사)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.96-106
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    • 2022
  • The purpose of this study is to investigate the effect of science-centered convergence class program using realistic contents such as virtual reality and augmented reality on class satisfaction, scientific attitudes and the perception of the gifted students in middle school. After developing the convergence class program including realistic contents using smart devices, we applied it to the gifted students. We analyzed the class satisfaction, scientific attitude and perception of the gifted students through questionnaires. In addition, a survey was conducted on the pre-teachers to investigate and analyze the class satisfaction, scientific attitude of the science class program to students and the perception of science classes using realistic contents. As a result, both students and pre-teachers were positively aware of class satisfaction by science class program using realistic contents. In particular, it was positive in that the class can induce learning motivation and interest. On the other hand, it was pointed out that the low-quality App and lack of infra for smart devices were disadvantages. In addition, pre-teachers lack confidence and information about class using the realistic contents, but they recognize the need of classes using realistic contents for students and education for pre-teachers. Based on this, it obtained suggestions on the preparation of facilities and equipment in schools for future education, development of contents that can be used for convergence class, development of programs and teaching·learning materials using realistic contents, and education for pre-teachers.

A Comparative Study on the Graphics Usage by Terrestrial Broadcasters TV News - Focusing on the Evening Main News of KBS, MBC, and SBS - (지상파방송사 TV뉴스의 그래픽 현황 비교 연구 -KBS, MBC, SBS 저녁 메인뉴스 중심으로-)

  • Kim, Sang-cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.397-406
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    • 2015
  • Terrestrial broadcasters are devoting great efforts in order to increase sense of reality that would help viewers feel as if they were watching events on site by producing-depth, differentiated news and offering a variety of information to them. They maximize news video graphic effects by replacing news set and install large display units, rail camera, and Jimmy Jib camera. This study aims to grasp whether there is any difference among the main evening news of the three major terrestrial broadcasters. KBS, MBC, and SBS used 18%, 15%, and 12% of graphic usage hours respectively while the number of graphic usage cases amounted to 267, 329, and 276 for each of them. The number of cases where in-depth news report hours exceeded three minutes that require increasingly more virtual reality graphic technology production was 16 for KBS, 7 for MBC, and 5 for SBS. MBC showed the highest number of uses in graphics while KBS showed more graphic use hours than the other two. There have been a number of preceding studies on news contents, but it is significant that this study looked at how much graphics technologies are used in such news video contents.

A Study on Virtual Training System for Education of Train Maintenance (철도 차량 정비 교육을 위한 가상훈련 시스템 설계에 관한 연구)

  • Jeong, Jin-hyun;Song, Eun-jee
    • Journal of Practical Engineering Education
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    • v.8 no.2
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    • pp.103-109
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    • 2016
  • In order to get the maintenance work for the normal operation of rail vehicles made safe maintenance training, which looked suffered direct physical train maintenance environment, gain experience to get out foster the practical skills, but experience the real maintenance in operational problems the maintenance procedures followed are difficult to be. So it can gain experience and knowledge of the actual maintenance work in safe conditions if you apply a simulation experience in a similar environment as possible to the actual train maintenance training can also reduce operational training costs. For a description of the current domestic and simulation programs of the railway sector it has been operating in overseas and is designed to train intensive training, maintenance and maintenance-related information is scarce situation. In this study, the contents of the theory of educational technology for effective training of train maintenance elements exhibit theory, theory of learning situations, designed to train maintenance training simulation through a previous study that investigated the problem-based learning theory.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

Analysis of Emerging Geo-technologies and Markets Focusing on Digital Twin and Environmental Monitoring in Response to Digital and Green New Deal (디지털 트윈, 환경 모니터링 등 디지털·그린 뉴딜 정책 관련 지질자원 유망기술·시장 분석)

  • Ahn, Eun-Young;Lee, Jaewook;Bae, Junhee;Kim, Jung-Min
    • Economic and Environmental Geology
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    • v.53 no.5
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    • pp.609-617
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    • 2020
  • After introducing the industry 4.0 policy, Korean government announced 'Digital New Deal' and 'Green New Deal' as 'Korean New Deal' in 2020. We analyzed Korea Institute of Geoscience and Mineral Resources (KIGAM)'s research projects related to that policy and conducted markets analysis focused on Digital Twin and environmental monitoring technologies. Regarding 'Data Dam' policy, we suggested the digital geo-contents with Augmented Reality (AR) & Virtual Reality (VR) and the public geo-data collection & sharing system. It is necessary to expand and support the smart mining and digital oil fields research for '5th generation mobile communication (5G) and artificial intelligence (AI) convergence into all industries' policy. Korean government is suggesting downtown 3D maps for 'Digital Twin' policy. KIGAM can provide 3D geological maps and Internet of Things (IoT) systems for social overhead capital (SOC) management. 'Green New Deal' proposed developing technologies for green industries including resource circulation, Carbon Capture Utilization and Storage (CCUS), and electric & hydrogen vehicles. KIGAM has carried out related research projects and currently conducts research on domestic energy storage minerals. Oil and gas industries are presented as representative applications of digital twin. Many progress is made in mining automation and digital mapping and Digital Twin Earth (DTE) is a emerging research subject. The emerging research subjects are deeply related to data analysis, simulation, AI, and the IoT, therefore KIGAM should collaborate with sensors and computing software & system companies.

A Study on Classification Model Development of Industry-Efificiency XR Technology and case Analysis (XR 기술 활용 산업-효용성 분류체계 개발 및 응용 사례 분석)

  • SeungMo Yun;ChoonSeong Leem;SeungHyun Ban
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.50-71
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    • 2022
  • After the declaration of the Covid-19 pandemic impacted most of the industries resulting economic fallout. Firms sought for solutions of governments regulations to prevent spread of infectious diseases. This led to demand rise of digital layer and spectrums of virtual reality. Replacing the reality in to virtual and interactions with the digital contents by augmented reality, the consequences were decrement of human-to-human contact. Concerns of Covid-19 and public interests of digital solutions has led to significant amounts of research and developments of Virtual/Augment Reality resulted to driven up new terms of extended reality. However, the uses in industries and the characteristics of the extended reality are currently not defined. In this paper the goal is to define and classify the uses and characteristics of extended reality based on previous researches suggested by research institute. By developing a new classification models of extended realities core technology, uses of industries and utility to analyze trends of extended reality. Two separate classification models of uses of industries and utility will be used as a tool by creating a linkage matrix. The x-axis is divided by utiliy classification model of extended reality. The y-axis are divided into classification model of uses in industries. This matrix will be used as a tool to present a guideline for industry-utility development where extended reality can be served as a service

Professional Baseball Viewing Culture Survey According to Corona 19 using Social Network Big Data (소셜네트워크 빅데이터를 활용한 코로나 19에 따른 프로야구 관람문화조사)

  • Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.139-150
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    • 2020
  • The data processing of this study focuses on the textom and social media words about three areas: 'Corona 19 and professional baseball', 'Corona 19 and professional baseball', and 'Corona 19 and professional sports' The data was collected and refined in a web environment and then processed in batch, and the Ucinet6 program was used to visualize it. Specifically, the web environment was collected using Naver, Daum, and Google's channels, and was summarized into 30 words through expert meetings among the extracted words and used in the final study. 30 extracted words were visualized through a matrix, and a CONCOR analysis was performed to identify clusters of similarity and commonality of words. As a result of analysis, the clusters related to Corona 19 and Pro Baseball were composed of one central cluster and five peripheral clusters, and it was found that the contents related to the opening of professional baseball according to the corona 19 wave were mainly searched. The cluster related to Corona 19 and unrelated to professional baseball consisted of one central cluster and five peripheral clusters, and it was found that the keyword of the position of professional baseball related to the professional baseball game according to Corona 19 was mainly searched. Corona 19 and the cluster related to professional sports consisted of one central cluster and five peripheral clusters, and it was found that the keywords related to the start of professional sports according to the aftermath of Corona 19 were mainly searched.