• Title/Summary/Keyword: VR-Design

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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.

Design and Implementation of Scaling Training System Using Virtual Reality (가상현실을 이용한 스케일링 훈련 시스템 설계 및 구현)

  • Hyo-Seung Lee;Woo-Jin Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.619-624
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    • 2024
  • Scaling is one of the most basic dental gum treatments and involves removing tartar that has hardened on teeth. However, inexperienced and unprofessional removal of tartar may damage the gums, resulting in excessive bleeding or damage to the teeth. For this reason, scaling must be done delicately according to the gum structure of various people, and sufficient practice must be provided. Related departments at the university are conducting scaling exercises. However, from the perspective of students who have not had sufficient practice, selecting subjects and conducting practice is not easy, and practice subjects may also avoid participating in practice due to discomfort and anxiety. Accordingly, in this study, we designed and implemented a virtual reality practice system using VR to create a virtual patient rather than an actual subject and implement various gum shapes step by step to enable repetitive practice and various scaling experiences.

Development of Character Goods Content Utilizing Marker-based Augmented Reality (마커기반 증강현실을 활용한 캐릭터 굿즈 콘텐츠 개발)

  • AHN CHAN JE
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.953-958
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    • 2024
  • Recently, there has been growing interest in the Fourth Industrial Revolution, with a particular focus on the advancement of augmented reality (AR) devices. However, there is a shortage of AR content. Augmented reality operates through marker-based and markerless methods. The marker-based approach involves using a camera to capture images that serve as markers, enhancing them through AR principles. To address the scarcity of AR content and improve the quality of character goods, this study proposes integrating AR technology into character goods. The character industry is expanding each year, leading to a diverse range of character goods. Character acrylic stands, among these goods, leverage game, webtoon, and animation character IPs for sales. To enhance the design process, we utilized the character image as a marker, allowing for the creation of content that aligns with the characteristics of the character IP. We selected a webtoon character and developed AR content, incorporating features such as voice, speech bubbles, and an introduction to the webtoon, tailored to the webtoon's characteristics. This study demonstrates the potential of AR to present visual and auditory information, paving the way for a variety of products, including diverse content. We anticipate that utilizing this research will lead to the emergence of products encompassing various contents.

The Effect of Preoperative Guidance and Operating Room Environment Experience Using Virtual Reality on Satisfaction with Preoperative Information and Anxiety Reduction (가상현실을 이용한 수술 전 안내 및 수술실 환경 체험이 수술 전 정보만족도와 불안 감소에 미치는 효과)

  • Oh, In Ohg;Baek, Eunjeong;Jeong, Jiyun;Choi, Eunyoung;Kim, Jong-Hee;Kim, Chihyang
    • Journal of East-West Nursing Research
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    • v.30 no.1
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    • pp.51-59
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    • 2024
  • Purpose: The purpose of this study was to determine the effect of preoperative guidance and operating room environment experience using virtual reality on increasing satisfaction with information and reducing anxiety in preoperative patients undergoing general anesthesia and local anesthesia. Methods: A non-equivalent control group quasi-experimental design was employed. The participants were 80 surgical patients from 4 wards (40 experimental group and 40 control group) of the general hospital located in Gyeonggi-do. Data collection was conducted from June to November 2023 after completing the control group survey in January 2023. Data were analyzed using Chi-square, t-test, and Mann-Whitney U test using SPSS 23.0 program. Results: Satisfaction with preoperative information was higher in the experimental group than that of the control group. Additionally, anxiety related to surgery in the experimental group was significantly lower than that of the control group. The preoperative state anxiety score in the experimental group was not significantly lower than that of the control group. Conclusions: These results suggest that providing patient education and information using virtual reality technology can not only alleviate patients' anxiety related to surgery, but also have the potential to be used as an effective intervention to improve positive patient experiences.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

Design and Structural Safety Evaluation of 1MW Class Tidal Current Turbine Blade applied Composite Materials (복합재료를 적용한 1MW급 조류 발전 터빈 블레이드의 설계와 구조 안전성 평가)

  • Haechang Jeong;Min-seon Choi;Changjo Yang
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.7
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    • pp.1222-1230
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    • 2022
  • The rotor blade is an important component of a tidal stream turbine and is affected by a large thrust force and load due to the high density of seawater. Therefore, the performance must be secured through the geometrical and structural design of the blade and the blade structural safety to which the composite material is applied. In this study, a 1 MW class large turbine blade was designed using the blade element momentum (BEM) theory. GFRP is a fiber-reinforced plastic used for turbine blade materials. A sandwich structure was applied with CFRP to lay-up the blade cross-section. In addition, to evaluate structural safety according to flow variations, static load analysis within the linear elasticity range was performed using the fluid-structure interactive (FSI) method. Structural safety was evaluated by analyzing tip deflection, strain, and failure index of the blade due to bending moment. As a result, Model-B was able to reduce blade tip deflection and weight. In addition, safety could be secured by indicating that the failure index, inverse reserve factor (IRF), was 1 or less in all load ranges excluding 3.0*Vr of Model-A. In the future, structural safety will be evaluated by applying various failure theories and redesigning the laminated pattern as well as the change of blade material.

Could a Product with Diverged Reviews Ratings Be Better?: The Change of Consumer Attitude Depending on the Converged vs. Diverged Review Ratings and Consumer's Regulatory Focus (평점이 수렴되지 않는 리뷰의 제품들이 더 좋을 수도 있을까?: 제품 리뷰평점의 분산과 소비자의 조절초점 성향에 따른 소비자 태도 변화)

  • Yi, Eunju;Park, Do-Hyung
    • Knowledge Management Research
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    • v.22 no.3
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    • pp.273-293
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    • 2021
  • Due to the COVID-19 pandemic, the size of the e-commerce has been increased rapidly. This pandemic, which made contact-less communication culture in everyday life made the e-commerce market to be opened even to the consumers who would hesitate to purchase and pay by electronic device without any personal contacts and seeing or touching the real products. Consumers who have experienced the easy access and convenience of the online purchase would continue to take those advantages even after the pandemic. During this time of transformation, however, the size of information source for the consumers has become even shrunk into a flat screen and limited to visual only. To provide differentiated and competitive information on products, companies are adopting AR/VR and steaming technologies but the reviews from the honest users need to be recognized as important in that it is regarded as strong as the well refined product information provided by marketing professionals of the company and companies may obtain useful insight for product development, marketing and sales strategies. Then from the consumer's point of view, if the ratings of reviews are widely diverged how consumers would process the review information before purchase? Are non-converged ratings always unreliable and worthless? In this study, we analyzed how consumer's regulatory focus moderate the attitude to process the diverged information. This experiment was designed as a 2x2 factorial study to see how the variance of product review ratings (high vs. low) for cosmetics affects product attitudes by the consumers' regulatory focus (prevention focus vs. improvement focus). As a result of the study, it was found that prevention-focused consumers showed high product attitude when the review variance was low, whereas promotion-focused consumers showed high product attitude when the review variance was high. With such a study, this thesis can explain that even if a product with exactly the same average rating, the converged or diverged review can be interpreted differently by customer's regulatory focus. This paper has a theoretical contribution to elucidate the mechanism of consumer's information process when the information is not converged. In practice, as reviews and sales records of each product are accumulated, as an one of applied knowledge management types with big data, companies may develop and provide even reinforced customer experience by providing personalized and optimized products and review information.

A Study on Immersive Interaction Between HMD User and Non-HMD User for Presence of Asymmetric Virtual Reality (비대칭 가상현실에서의 현존감을 위한 HMD 사용자와 Non-HMD 사용자간 몰입형 상호작용에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.1-10
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    • 2018
  • This study proposes an immersive interaction optimized for the user's experience environment to provide an improved presence for both HMD and Non-HMD users in the asymmetric virtual reality (VR) environment. The core of the proposed immersive interaction is to distinguish the differences of the asymmetric environment between the HMD and Non-HMD users and present the optimized interaction to the user. And, in order to increase the presence by providing improved immersion in the asymmetric virtual reality environment given to each user, we design the walking interaction to improve the immersion of space for the HMD users, a hand-based interface that improves immersion by fully understanding and managing the situation through direct control. Finally, through the experiment using questionnaire, it is verified that the immersive interaction provides all users with an enhanced presence and specialized experience in each environment experience. Through these processes, we confirmed that the Non-HMD user can be immersed in an asymmetric virtual reality using by proposed interaction as participant rather than assistant with HMD user.

An Analysis of ICT-Retail Convergence(IRC) and Consumer Value Creation (소비자 구매단계별 기술-유통 통합(IRC)과 가치에 대한 연구)

  • Park, Sunny;Cho, Eunsun;Rha, Jong-Youn;Lee, Yuri;Kim, Suyoun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.147-157
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    • 2017
  • Recently, ICT Retail Convergence(IRC) has been rapidly increasing to improve consumer satisfaction and consumer experience. In this paper, we aim to diagnose IRC from consumers' point of view by reviewing the present status and value of IRC according to consumer purchase decision making process. Based on the previous studies in retail industry, we classified IRC into 4 types: Experience-specific tech(Virtual Reality and Augmented Reality); Information-specific tech(Artificial Intelligence and Big Data); Location-based tech(Radio Frequency Identification and Beacon); Payment-related tech(Fin-tech and Biometrics). Next, we found that there is a difference in value provided to consumers according to the type of technology, analysing the value by consumer purchase decision making process. This study can be useful to introduce IRC for improving consumer satisfaction as well as ICT and Retail. Also, it can be basic data for future technology studies with a consumer perspective.

Model Design and Applicability Analysis of Interactive Electronic Technical Manual for Planning Stage of Construction Projects (건설공사 기획단계 전자매뉴얼의 적용 모형 구성 및 효과 분석)

  • Kwak, Joong-Min;Kang, Leen-Seok
    • Land and Housing Review
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    • v.12 no.2
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    • pp.121-139
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    • 2021
  • Technical documents in the construction field are changing from paper documents to electronic ones. As a result, the industry witnesses a trend of using portable electronic devices in searching or retrieving necessary information such as relevant regulations. Despite the improvement in the accessibility to general technical documents, a limitation is still found in accessing the electronic documents on the regulations. We see the barrier for field engineers to enhance their technical knowledge. One of major barriers is that videos, animations, and virtual reality information to enhance the visual understanding of technical content related to regulations are not linked. It is the interactive electronic technical manual (IETM) that can address such issues. The IETM is an electronic document system that enables real-time information acquisition while operating in the form of conversations with users by linking multimedia functions to document types such as specifications and guidelines. This study establishes a model of the IETM that can be operated in the planning stage of a construction project. The study also verifies its usability with a hypothetical case study. This study aims to improve the usability of the IETM in the construction project by analyzing the application effect of the IETM using the AHP technique.