• Title/Summary/Keyword: VR-Design

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The Effect of Teaching Methods Applied to the Remote Practical Technique Classes on Learning Participation and Academic Achievement : Focusing on Design Classes (비대면 실기 수업 적용 교수법이 학업성취도와 학습 참여도에 미치는 영향: 디자인 수업을 중심으로)

  • Lee, Hee-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.697-710
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    • 2022
  • This study was conducted to prove the structural relation of how effective teaching methods in remote design courses affects learning participation and academic achievement. The data was acquired and analyzed with case study of design classes. The scale of remote practical classes, learning participation and academic achievement were measured and the data acquired were verified using SPSS and AMOS to prove the influence. The results are as follows. First, using the lecture method in remote classes appeared to have a negative effect on cognitive, emotional, and behavioral participation. Second, flipped learning had a positive effect on cognitive and emotional participation but no effect was found on behavioral participation. Third, PBL had a positive effect on all emotional, cognitive, and behavioral participation. Fourth, videos did not have any meaningful effect on cognitive and emotional participation but had a positive effect on behavioral participation. Fifth, only cognitive participation had a positive effect on academic achievement, but no relations were found between emotional and behavioral participation and academic achievement. These results suggest that it is needed combining actual classes with the PBL method and flipped learning and creating different programs.

Generation of Spatial Adjacency Map and Contents File Format for Ultra Wide Viewing Service (울트라 와이드 뷰잉 서비스를 위한 공간 유사도 맵 생성 및 울트라 와이드 뷰잉 콘텐츠 저장 방법)

  • Lee, Euisang;Kang, Dongjin;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.473-483
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    • 2017
  • Since the advent of 3D and UHD contents, demand for high-quality panoramic images has been increasing. The UWV(Ultra-Wide Viewing) service uses a wider viewing angle than conventional panoramas to provide a lively experience for users and enhance their understanding of the event. In this paper, we propose a spatial adjacency map generation method and an UWV file storage format technology to provide UWV service. The spatial adjacency map measures the similarity between images and generate the position information of the images based on similarity. And the stitching time of the image can be shortened through the generated position information. Through the spatial adjacency map, we generate the large screen content quickly. The UWV file format which is based on ISOBMFF process spatial adjacency map and videos and support random access. In this paper, we design the UWV player to verify the spatial adjacency map and UWV file format and show the result of experiments.

Development of Pen-type Haptic User Interface and Haptic Effect Design for Digilog Book Authoring (디지로그 북 저작을 위한 펜형 햅틱 사용자인터페이스의 개발)

  • Lee, Jun-Hun;Ha, Tae-Jin;Ryu, Je-Ha;Woo, Woon-Tak
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.402-405
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    • 2009
  • Digilog Book, the next generation publication material, supplies digitalized contents on an analog book by integrating digital contents into existing analog books. There are some studies related to authoring tools which are to authorize, and publish some books which provide digital contents by using VR or AR techniques. In this paper, a pen-type haptic user interface for Digilog Book authoring tool has been introduced. This haptic user interface is developed for more realistic and more effective authoring tasks. This haptic interface provides haptic effects for authoring tasks which are including translation, rotation, scaling, and menu selection. In this research, we designed a body, control circuits, vibration haptic patterns for haptic user interface, and a protocol for between haptic user interface and Digilog Book main control system. Also a simple user study has been done with a developed haptic user interface.

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A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.

Verification of mediating effects of self-esteem in the relationship between level of participation in volunteering activity and mental health of adolescents (청소년의 봉사활동 참여정도와 정신건강과의 관계에서 자아존중감의 매개효과 검증)

  • Kim, Sang woo;Jang, Hye young
    • Journal of Korean Physical Therapy Science
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    • v.28 no.2
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    • pp.46-56
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    • 2021
  • Purpose: The purpose of this study is to examine whether the level of participation in physical activity affects the mental health of adolescents, that is, their subjective well-being. In addition, we would like to see if adolescents can improve their satisfaction with life away from the negative emotions they are currently feeling through physical activities such as hand-help and consolation activities and check if self-esteem has mediating effects in this process. Design: Survey. Methods: The survey was conducted by the surveyor, with a total of 9,041. Results: First, it shows that the higher frequency of adolescents' physical activity leads to higher self-esteem and subjective well-being. Second, it shows that the higher the self-esteem leads to higher subjective well-being felt by adolescents. Third, the level of youth physical activity itself contributes to subjective well-being while also affecting self-esteem, and the self-esteem also affects the subjective well-being that adolescents perceive. Conclusion: It will be necessary to provide programs to enhance subjective well-being for students with poor school life adaptation and satisfaction with life, as well as continuous attention such as organization and counseling of programs in schools to enhance self-esteem. In addition, it is considered that by encouraging and guiding teenagers with low satisfaction with life and low self-esteem to physical activities such as volunteer activities and leisure activities that suit their aptitude, and the adolescents will get away from the negative emotions they are currently feeling and increase their satisfaction with adaptation to school life and life.

Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.

Design and implementation of an integrated management system for infants in a mobile service environment

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.223-229
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    • 2022
  • The emergence of smartphones is creating a faster and easier digital communication society along with the existing Internet. Among the various methods of communication, the smart notification is most often used in early childhood education institutions for information exchange between parents, teachers and directors. And the notification helps parents understand the development status and curriculum of infants more easily. Therefore, this paper developed an integrated infant management system based on a web-based platform and a mobile app platform for exchanging various information on infants management between directors, teachers and parents. Through the established system, the director, teachers, and parents can check the information they need at any time, and it is possible to provide a mobile service environment where multiple guardians can safely take care of one infant. In addition, multiple guardians can provide appropriate feedback information through the collection and analysis of various data by using the infant and toddler integrated management system. In the future, if the functions provided based on the smartphone app are configured according to the user, it is expected that it will be able to expand from daycare centers to educational institutions.

Impact of Peer Attachment on Children's Subjective Well-being : Mediating Effects of Self-esteem (또래애착이 아동의 주관적 행복감에 미치는 영향 : 자아존중감의 매개효과)

  • Kim, Sang woo;Jo, Min a
    • Journal of Korean Physical Therapy Science
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    • v.29 no.3
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    • pp.63-74
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    • 2022
  • Purpose: The purpose of this study is to examine the mediating effect of children's perceived peer attachment on children's subjective well-being and the effects of self-esteem, one of the variables of individual personality characteristics, on peer attachment and subjective well-being. Design: Data from the 2018 Panel Study on Korean Children were used. Methods: The survey method was conducted by the investigator, and the total number of cases was 1,434 people. Results: First, the higher the child's peer attachment leads to higher subjective well-being and self-esteem, and the higher the self-esteem leads to higher subjective well-being. Second, in the relationship between peer attachment and subjective well-being, self-esteem acts as a mediator variable. Third, children's peer attachment affects subjective well-being and self-esteem, and self-esteem affects subjective well-being. The results explain that the degree of children's peer attachment itself affects subjective well-being and self-esteem, and self-esteem also affects children's subjective well-being. Conclusion: Self-esteem is an important factor influencing subjective well-being and has a mediating effect on the relationship between peer attachment and subjective well-being. In other words, it can be understood that children feel subjective well-being through positive interactions with peers, not only in parent relationships. Based on these results, it is necessary to suggest practical interventions to enhance children's subjective sense of well-being and to develop various programs that can strengthen the sub-factors of peer attachment.

A study on the relationship between gaze guidance and cybersickness using Eyetracking (시선 추적기법을 활용한 시선 유도와 사이버 멀미 관계 연구)

  • Lee, TaeGu;Ahn, ChanJe
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.167-173
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    • 2022
  • The size of the virtual reality market is growing every year, but cybersickness that occurs in virtual reality has not been resolved yet. In this paper, results were derived through experiments on the relationship between cybersickness and gaze guidance occurring in virtual reality contents. Using eye tracking technique, the relationship of gaze movement with cybersickness was identified. The experiment was divided into two groups to find out whether visual induction affects cyber sickness. In addition, the results were analyzed by dividing the two groups to check whether cyber sickness showed different results according to gender. We also analyzed using the SSQ questionnaire to measure cybersickness. We tried to understand the relationship between gaze guidance and cybersickness through two methods. As a result of the experiment, it was found that the induction of a clear gaze caused the concentration of the gaze, and it was effective in cybersickness through the rotation of the camera. In order to alleviate cyber sickness, it has been confirmed that concentrating one's eyes through gaze-guided production is effective for cyber sickness. It is hoped that this result will be used as a way to alleviate cyber sickness for producers who want to use virtual reality to produce content.

The Moderating Effect of Peer Attachment on the Relationship between School Violence Victimization and Cyber Violence Victimization in Children (아동의 학교폭력 피해경험이 사이버폭력 피해경험에 미치는 영향에서 또래애착의 조절효과 검증)

  • Sang woo Kim;So ra Lim
    • Journal of Korean Physical Therapy Science
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    • v.30 no.3
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    • pp.91-104
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    • 2023
  • Background: The purpose of this study is to investigate whether peer attachment serves as a positive emotional resource for children who have experienced school violence and cyber violence victimization. In addition, we aim to present alternative programs to reduce school violence and promote positive peer attachment among children. Design: We utilized data from the 13th year(2020) of the Panel Study on Korean Children for this study. Methods: The survey was conducted through a questionnaire administered by surveyors, and the total number of cases was 1,357. Results: First, the effects of school violence and cyber violence victimization experiences were confirmed. Second, it can be inferred that children with isolation in peer relationships may ultimately be more vulnerable to cyber violence victimization, as their interactions in cyberspace may also be undermined, highlighting the potential impact of social relationships on cyber violence victimization. Third, it can be observed that children with high levels of peer attachment are emotionally stable, even when exposed to school violence and cyberviolence victimization, which may enable them to regulate the degree of victimization they experience. Conclusion: School violence experience and cyber violence experience interact with each other, and in this relationship, positive peer attachment is a positive resource. Therefore, it emphasizes the importance of the relationship between friends in preventing and overcoming school violence and provides suggestions for solutions based on this understanding.