• Title/Summary/Keyword: Virtual Experience Evaluation

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Evaluation of the Standardized Curriculum Module and Integrated Program for Social-Environmental Education (사회환경 교육과정의 표준화 모형 및 통합 프로그램의 평가)

  • Lee, Sook-Im;Kang, Myoung-Hee;Nam, Sang-Jun;Park, Suk-Soon;Sung, Hyo-Hyun;Choi, Don-Hyung;Hur, Myung
    • Hwankyungkyoyuk
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    • v.14 no.2
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    • pp.76-94
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    • 2001
  • Promoting positive values, attitudes, participation and personal actions on the basis of the acquisition of one's knowledge and skills is emphasized on teaching environmental education. To complete this purpose of environmental education, it is necessary not only to use various and practical educational resources, but also to develop information system, with multimedia and internet, which are effective for learning. This research attempts to assess the consistency of planning, organization and operation of integrated program for social environmental education which was developed for the necessities mentioned above. We surveyed about the accuracy of contents, usefulness, convenience and easiness of Integrated program for social environmental education. Also, we used a questionnaire to clarify the values and attitudes of respondents after they took environmental education. Then, technically, descriptive statistical method has been used to analyze the results of these surveys. Finally, we conduct an examination of the distribution of chi-square to verify the relationship between the learner's experience of using computer and one's concern about environmental issues. The results of this program, developed by research team, can be assessed by following five basic elements: usefulness, practicality, appropriation, efficiency and effectiveness. More than 90% of respondents said that this program is convenient and easy to loam. Also, more than 85% of whole respondents identified that after teaming this program they recognized more clearly what the main contents of environmental education are. In addition, we got positive response from 93% of respondents that they could understand environmental problems. On the other hand, values and attitudes of respondents have not improved a lot after the environmental education compared with the remarkable change in their recognition and understanding of environmental issues; only 34% of respondents responded that they changed their life style for making better environment after teaming this program. But it is clear that they understand much better about the environmental policy after they are educated. Developed by using information system, this integrated program for social environmental education may get different results according to a respondent's experience of using computer. Therefore, the more a respondent got a chance to use computer for a long period of time, the more he/she gave positive evaluation on the convenience and easiness of this program. However, there was no certain relationship between the frequence of using computer and one's understanding of environmental issues. Futhermore, a person who has constant concerns about environmental problems showed more positive attitudes against the understanding of environmental education. This integrated program for social environmental education, characterized by integrated, specialized and efficient educational system, can also be used as a curriculum or teaching materials for environmental education for adults; especially, it would be appropriate for teaching learners at all levels, who have different personal characteristics, to let them acquire virtual education by using information system.

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A refinement of customer satisfactory factors in multimedia contentware evaluation process - focused on company website design - (멀티미디어 컨텐트웨어 상품에 대한 소비자 감성 평가 요소(문화성 인자)추출에 관한 연구 - 기업 웹사이트를 중심으로 -)

  • 이종호;김명석;이현이;김태균
    • Archives of design research
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    • v.11 no.1
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    • pp.291-302
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    • 1998
  • This paper covers the development process of multimedia evaluation system, especially focused on customer satisfactory factors while customers navigating net-based Interactive multimedia system. Customers usually experience new level of interaction cased by newly developed web-based technology In ordinary multimedia system. However, if it gives customers satisfactory experience is a matter of question. To find out the relationship between customer satisfaction and interactivity factors exposed by multimedia system, a model has been developed which describes the structure of web-based multimedia system and its relation to customer satisfactory factors. Five different experiments, including 'semantic differential', 'focus group interview', and 'expert review', has been conducted and four customer satisfactory factors were identified. Those are 'customery value', 'structural perfectness', 'visual perfectness', and 'contemporaneity'. With these factors and newly delveoped evaluation system, 7 different web-site has been evaluated and analyzed at the end of this report.

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A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Application of the Web Design Elements using the Aesthetic Evaluation (감성평가를 이용한 웹 디자인 요소의 활용방안)

  • 김미영;정홍인
    • Archives of design research
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    • v.17 no.3
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    • pp.413-420
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    • 2004
  • New design method has been required for web designers to grasp the proper emotion, impression, and feeling of a web site and reflect these elements in web design. It is certain that such a new methodology can be a useful design tool, although web designers have only relied on their intuition and experience to induce users to perceive specific emotion of web sites. In this study, Kansei Engineering Type Ⅰ (Nagamachi, 2002 and Park, 2000) method was applied to develop the methodology. One hundred thirty six web sites believed to convey emotions effectively were first selected by recommendation of professional web designers and twenty two web sites were finally chosen and evaluated using questionnaire. The web sites were then objectively and quantitatively assessed by measuring the degree of utilization of the design elements, balance, overall density, and homogeneity. We examined the cause-and-effect between the results of emotional and quantitative analysis by multiple regression and introduced the design methodology based on the examination. The research method and procedures applied to this study would be applicable to design studies related to the emotional inducement.

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Development of a Remote Wheelchair Accessibility Assessment System Using Virtualized Reality Technology (가상현실기술을 이용한 원격휠체어접근성평가시스템의 개발)

  • Kim, Jong-Bae
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.33-39
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    • 2006
  • Home modification has come to be recognized as an important intervention strategy to manage health care conditions, maintain or improve functioning, ensure safety, and reduce the wheelchair user's dependency on others. However, the availability of skilled professionals with experience in home modifications for accessibility is limited. A system that enables accurate remote assessments would be an important tool to improve our ability to perform home assessments more easily and at decreased cost. A Remote Wheelchair Accessibility Assessment System (RWAAS) using Virtualized Reality(VR) technology was developed that enabled clinicians to assess the wheelchair accessibility of users' built environments from a remote location. Characteristics of the camera and 3D reconstruction program chosen for the system significantly affect its overall reliability. In this study, we performed two reliability analyses on the hardware and software components: 1) Verification that commercial software can construct sufficiently accurate 3D models by analyzing the accuracy of dimensional measurements in a virtualized environment; 2) comparison of dimensional measurements with four camera settings. Based on these two analyses, we were able to specify a consumer level digital camera and the Photomodeler Pro software for this system. And we then tested the feasibility of the selected software and hardware in an actual environment. Lastly, A field evaluation was performed to test whether this new system is comparable to the traditional method of accessibility assessment to evaluate its ability to assess the accessibility of a wheelchair user's typical built environment. The results of field trials showed high congruence between the assessments by two methods. Findings suggested that the RWAAS assessments have the potential to enable specialists to assess potential accessibility problems in built environments regardless of the location of the client, home, or specialist.

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Effects of Various Sensory Stimulation on Surface Area and Velocity of Center of Pressure During One Leg Standing in Healthy Adults (건강인의 한발 서기 시 다양한 감각 자극이 압력 중심점 이동 면적과 속도에 미치는 영향)

  • Kim, Ga-hyun;Tak, Ji-yeon;Lim, Hak-hyun;Jeong, Hee-seon;Woo, Young-keun
    • Physical Therapy Korea
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    • v.22 no.3
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    • pp.41-49
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    • 2015
  • This study aimed to evaluate the surface area and velocity of center of pressure (COP) during one leg standing by stimulating the sensory system in normal adults. Thirty subjects were enrolled in this study. Subjects were asked to stand on one leg during testing conditions. Testing conditions included 6 different sensory stimulations as follows: eyes opened, eyes closed, eyes opened with vibrator, eyes opened with head-mounted display (HMD), eyes opened with vibrator and HMD, and eyes closed with vibrator. During each testing condition, the surface area and velocity of center of pressure were measured. There were significant differences in the mean surface area and the mean velocity of COP between the "eyes opened" condition and the other five testing conditions (p<.05). However, in the comparison between the "eyes closed" and "eyes opened with HMD" conditions, there were no significant differences in the tested parameters. This study shows that closing eyes or keeping eyes opened while using HMD to experience virtual reality has the same effect on one leg standing balance. This finding should be considered in the evaluation or intervention of balance, especially one leg standing balance and balance while standing with a small base of support.

Mandible Reconstruction with 3D Virtual Planning

  • Woo, Taeyong;Kraeima, Joep;Kim, Yong Oock;Kim, Young Seok;Roh, Tai Suk;Lew, Dae Hyun;Yun, In Sik
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.90-93
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    • 2015
  • The fibula free flap has now become the most reliable and frequently used option for mandible reconstruction. Recently, three dimensional images and printing technologies are applied to mandibular reconstruction. We introduce our recent experience of mandibular reconstruction using three dimensionally planned fibula free flap in a patient with gunshot injury. The defect was virtually reconstructed with three-dimensional image. Because bone fragments are dislocated from original position, relocation was necessary. Fragments are virtually relocated to original position using mirror image of unaffected right side of the mandible. A medical rapid prototyping (MRP) model and cutting guide was made with 3D printer. Titanium reconstruction plate was adapted to the MRP model manually. 7 cm-sized fibula bone flap was designed on left lower leg. After dissection, proximal and distal margin of fibula flap was osteotomized by using three dimensional cutting guide. Segmentation was also done as planned. The fibula bone flap was attached to the inner side of the prebent reconstruction plate and fixed with screws. Postoperative evaluation was done by comparison between preoperative planning and surgical outcome. Although dislocated condyle is still not in ideal position, we can see that reconstruction was done as planned.

Vulnerability Analysis on the Mobile Core Network using OpenAirInterface (OpenAirInterface를 통한 모바일 코어네트워크 보안위협 분석)

  • Oh, In Su;Park, Jun Young;Jung, Eun Seon;Yim, Kang Bin
    • Smart Media Journal
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    • v.9 no.3
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    • pp.71-79
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    • 2020
  • Mobile network is used by many users worldwide for diverse services, including phone-call, messaging and data transfer over the Internet. However, this network may experience massive damage if it is exposed to cyber-attacks or denial-of-service attacks via wireless communication interference. Because the mobile network is also used as an emergency network in cases of disaster, evaluation or verification for security and safety is necessary as an important nation-wide asset. However, it is not easy to analyze the mobile core network because it's built and serviced by private service providers, exclusively operated, and there is even no separate network for testing. Thus, in this paper, a virtual mobile network is built using OpenAirInterface, which is implemented based on 3GPP standards and provided as an open source software, and the structure and protocols of the core network are analyzed. In particular, the S1AP protocol messages captured on S1-MME, the interface between the base station eNodeB and the mobility manager MME, are analyzed to identify potential security threats by evaluating the effect of the messages sent from the user terminal UE to the mobile core network.

Evaluation on Reduction Effect about Noise of Hydraulic Turbine Dynamo in Dam using Auralization (가청화를 이용한 댐 수차 발전기소음의 저감효과 평가)

  • Soul, Soo-Hwan;Ju, Duck-Hoon;Kim, Jae-Soo
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.20 no.6
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    • pp.400-408
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    • 2008
  • Multipurpose Dam, it produces electric energy by converting the potential energy into kinetic energy utilizing its head and quantity of the water. However, in this process, since during the time when the turbine connected to the hydraulic turbine generator revolves, there occurs a ceaseless loud noise, and due to this condition, it is true state that those people who work at inside of the power plant are damaging as hard as they are unable to concentrate on their work. Not only this, because the hydro-electric power generator room that locates at middle section between the hydraulic turbine room and the office is very large space volume, also since it was constructed chiefly by the reflecting material, it is functioning of amplify the noise when operating the generator, the soundproof measure against this condition is necessitated. On such viewpoint, I have presented the problem point of the relevant Hydraulic turbine dynamo and Hydraulic turbine dynamo room, and after improve such problem point, this study has ever investigated the satisfying degree about the noise-reduction at before and after of the improvement of soundproof measure, using the Auralizational technique that can experience virtual acoustic field. It is considering that such result could be utilized usefully as the fundamental material hereafter for the acoustic performance of the hydro-electric power generator room in dam and when its construction.

A Case Study on The Improvement of Dental Clinic Preventive Service Using User-Centered Service Design (사용자 중심 서비스디자인을 활용한 치과예방서비스 개선 사례연구)

  • Shin, Kwangsub;Choi, Hyunchul;Kwon, Sang Ji;Yoon, Chiho
    • Korea Journal of Hospital Management
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    • v.26 no.3
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    • pp.28-42
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    • 2021
  • Purposes: The objective of this study is to analyze service design process of dental clinic preventive service by using 'Double Diamond Design Process' which is user-centered for improving dental clinic management efficiency. Methodology: We examine case study that dental clinic preventive service of local dental clinic. Following the double diamond design four steps(①discover, ②define, ③develop, ④deliver), we use suitable analytic tools in each steps. In discover step, we perform observation and desk research. Next, in define step, affinity diagram, user persona, and user journey map are performed. We then make service blueprint in develop step. Finally, in deliver step, virtual scenario and confirm some outputs which are based on results of former steps are suggested. Findings: As a result of this study, waiting and consulting phases turn out that these phases are in the most trouble than others. Users(patients) have lots of complain and dissatisfaction in these phases. These touch-points will have to be modified Practical Implication: After checking this study result, it could suggest improvement schemes. To apply these, we try to make some scenarios, and finally realize some outputs. Service design has arisen to strengthen the competitiveness by reflecting user's experience and needs. Especially, service design is not typical, it is so flexible that can apply to various situation and objects. We hope that result of this study is made good use for dental clinics in need.