• Title/Summary/Keyword: VR content

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The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.795-806
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    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

A Study on Metaverse Framework Design for Education and Training of Hydrogen Fuel Cell Engineers (수소 연료전지 엔지니어 양성을 위한 메타버스 교육훈련 플랫폼에 관한 연구)

  • Yang Zhen;Kyung Min Gwak;Young J. Rho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.207-212
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    • 2024
  • The importance of hydrogen fuel cells continues to be emphasized, and there is a growing demand for education and training in this field. Among various educational environments, metaverse education is opening a new era of change in the global education industry, especially to adapt to remote learning. The most significant change that the metaverse has brought to education is the shift from one-way, instructor-centered, and static teaching approaches to multi-directional and dynamic ones. It is expected that the metaverse can be effectively utilized in hydrogen fuel cell engineer education, not only enhancing the effectiveness of education by enabling learning and training anytime, anywhere but also reducing costs associated with engineering education.In this research, inspired by these ideas, we are designing a fuel cell education platform. We have created a platform that combines theoretical and practical training using the metaverse. Key aspects of this research include the development of educational training content to increase learner engagement, the configuration of user interfaces for improved usability, the creation of environments for interacting with objects in the virtual world, and support for convergence services in the form of digital twins.

Rate of Sediment Accumulation and Geochemical Characteristics of Muddy Sediment in the Central Yellow Sea (황해 중앙부 해역 니질 퇴적물의 지화학적 특성 및 퇴적률)

  • 윤정수;김여상
    • The Korean Journal of Quaternary Research
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    • v.16 no.1
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    • pp.1-16
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    • 2002
  • A total of 4 muddy sediment samples collected from the Central Yellow Sea were analyzed for chemical composition. The results are compared with the previously published Huanghe, Changjiang and Keum River geochemical data in order to understand provenance and sedimentation of fine-grained mud, and the sediment accumulation rates estimated. The sandy sediment facies is distributed in the eastern area, a patch of fine-grained mud exists in the western central prat, and the sandy mud and clay sedimentary facies shot. north to south zonal distribution in the central region. The content of calcium carbonate ranges from 2.8 to 10.5%, and its distributional trends to be more concentrated on the western muddy sediments near toward the China side rather than on the eastern sandy sediments. The accumulation rates obtained using Pb-210 geochronologies for the muddy sediments in the Central Yellow Sea showed ranges from 0.21 to 0.68 cm/yr or 0.176 to 0.714 g/$\textrm{cm}^2$. yr. The sedimentation rate from core CY96010 located in the eastern near side of Shandong Peninsula which is affected by the Huanghe River shows 0.68 cm/yr or 0.714 g/$\textrm{cm}^2$ . yr. The sediment cores CY96008 and CY96002 in the Central Yellow Sea, the estimated of sediment accumulation rates shows 0.21~0.23cm1yr or 0.176~0.220 9/$\textrm{cm}^2$.Vr respectively, which are much lower than above samples. These indicate that the muddy sediments in central area of the Yellow Sea may have received influence of the sediment discharge from the Huanghe River. The concentrations of Ca, Na, Sr, Ho, La, Tb, Ta and Ca/Ti ratio of the muddy sediments in the Central Yellow Sea are higher than those of the Changjiang sediments and lower than those of the Huanghe sediments. However, these element values showed similar concentration patterns than those of the Huanghe sediment. The element contents such as Fe, Ti, Nl, Co, Cr, Cu, Pb, Sc, Ce, Nd, Sm, Eu, Cd and Dy in the study area are higher than those of the Huanghe sediments and lower than the Changjiang River sediments, but these values showed close to resemblance content trends those of the Changjiang sediment. The concentration of Mn, K and Sr in sediments of the study area are similar to those of the Keum River and eastern Yellow Sea sediment. They are rich in Zn, Rb, Cd, U, Cs and Li than those of the other comparison legions. Therefore, the terrigenous materials sources of the muddy sediment in the Central Yellow Sea comes mainly from Huanghe River in the past and present, and also have party derived from the Changjiang and Keum River, while the biological deposit in this area are carried by the Yellow Sea Warm Current.

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.