• Title/Summary/Keyword: Virtual World

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Aesthetics of the Seeing-in the Phenomenological Reflection to the Seeing (시선의 미학: 시선에 관한 현상학적 반성)

  • Kim, Hee-Bong
    • Journal of Korean Philosophical Society
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    • no.89
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    • pp.37-67
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    • 2010
  • The 21 Century is definded as an age of culture or image characterized by the fact, that modern society are being overwhelmed with virtual reality, that is full of visual images. The cultural concentration on the visual image and the excessive tendency to attend it become not only today but also ever as the leading style of culture. Nevertheless, it is particularly noteworthy that the visual image has become so one of the basic conditions of modern society, that one holds it as the society of the spectacle. So can the problem of seeing that resulted from the oculocentric culture, that is the problem of the fundamental relationship between the world and the eyes of human beings, be examined in the phenomenological sense. For this study, I believe that 『Phenomenologie de la Perception』 of Merleau-Ponty provides a important approach. The theme of this study is to refer, first, how man has dealt with the seeing in the history of philosophy, such as Plato, Kant, and Merleau-Ponty, who although not the anti-oculocentricism, but also makes serious reflection about an excess of visual images. Second, it is to explain what characteristics and problems are located in these considerations, and thirdly, it must be brought into the light, what is the essence of the seeing with regard to the beauty, the truth and the morality.

AI-based smart water environment management service platform development (AI기반 스마트 수질환경관리 서비스 플랫폼 개발)

  • Kim, NamHo
    • Smart Media Journal
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    • v.11 no.9
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    • pp.56-63
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    • 2022
  • Recently, the frequency and range of algae occurrence in major rivers and lakes are increasing due to the increase in water temperature due to climate change, the inflow of excessive nutrients, and changes in the river environment. Abnormal algae include green algae and red algae. Green algae is a phenomenon in which blue-green algae such as chlorophyll (Chl-a) in the water grow excessively and the color of the water changes to dark green. In this study, a 3D virtual world of digital twin was built to monitor and control water quality information measured in ecological rivers and lakes in the living environment in real time from a remote location, and a sensor measuring device for water quality information based on the Internet of Things (IOT) sensor. We propose to build a smart water environment service platform that can provide algae warning and water quality forecasting by predicting the causes and spread patterns of water pollution such as algae based on AI machine learning-based collected data analysis.

A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service (메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Minji;Lee, Seungzoon;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.51 no.1
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.

Public Practice and Christian Education for Covid-Generation: Uncanny and Incarnational Solidarity (코로나세대 공적 기독교교육의 방향성 연구 : 언캐니(Uncanny)와 성육신적 연대)

  • Yunsoo Joo
    • Journal of Christian Education in Korea
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    • v.74
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    • pp.33-55
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    • 2023
  • This study aims to explore the direction of Christian public practice in the post-COVID era, seeking to overcome the uncanny feeling caused by increased division and exclusion during the pandemic period. Firstly, we will investigate the unequal impact of COVID-19 on the labor market and examine ways to achieve economic justice in the post-COVID era. Subsequently, we will deliberate the role of Christianity in establishing publicness in the digital world and virtual spaces. Finally, viewing COVID-19 as a catastrophe caused by an anthropocentric worldview and exploitation driven by greed, we will explore the tasks of Christianity to overcome the crisis of the Anthropocene. Christian public practice should fulfill its mission of care and stewardship not only in social context but also in an ecological dimension. The author proposes "planetary citizenship education" for a harmonious relationship between human species and the Earth they inhabit.

An Exploratory Study on the Development of Evaluation Factors in Franchise System: Symbiosis Index (프랜차이즈 시스템의 평가 지표 개발을 위한 탐색전 연구 - 공생지수(symbiosis index)를 중심으로 -)

  • Choi, Sung-Sik;Kim, Hong-Seok;Ku, Bon-Hyuk;Lee, Weon-Ho;Na, Hwa-Sook;Han, Kyu-Chul
    • The Korean Journal of Franchise Management
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    • v.1 no.1
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    • pp.65-85
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    • 2010
  • The key success factors for Franchise Enterprise as a virtual company which is established based on franchise system are the competitiveness of sub-systems in franchise system such as franchisor, franchisee, vendor(supplier), and customer, and to sustain the symbiotic relationship among sub-systems. In this regard, evaluating franchise system is considered to be implemented in different contexts and methods comparing with extant evaluation system in franchise business which is more focused on the relationship between franchisor and franchisee. The flagship role of establishing franchise system is to be franchisor system, however, the symbiotic relationship among other sub-system including franchisee, vendor, and customer leads to successful Franchise Enterprise. The purpose of this study is to research existing evaluation systems for franchise business and to explore the model of evaluating franchise system, what is called, "Symbiosis Index".

The Design and Implementation of an Elevator 3D Model Simulator Framework based on Unreal Engine (언리얼엔진 기반 승강기 3D모델 시뮬레이터 프레임워크 설계 및 구현)

  • Woon-Yong Kim
    • Convergence Security Journal
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    • v.23 no.2
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    • pp.67-74
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    • 2023
  • An elevator is a mechanical and electronic device composed of about 20,000 various parts, and is systematically operated with a close relationship with each other. By intuitively understanding this complex elevator structure and efficiently recognizing the operating model, it will be possible to increase the understanding of the elevator system and the efficiency of maintenance. The existing elevator management system is a process of collecting and understanding information based on data generated from elevators, and has a structure that lacks efficiency in expressing and managing real-world information during elevator maintenance. Therefore, this paper proposes a simulator framework that can operate efficiently based on the actual elevator model. By constructing the recognition of specific objects through a 3D-based service model and visualizing the operation process, it will be possible to enhance the understanding of the structure and operation required for elevator operation. To this end, the core components of the elevator system are identified, the relationship between them and the operating method are visualized, and a simulator is implemented. Based on this, it will be possible to provide a realistic information management and operating environment in virtual space and real platform.

The Effect of Logistics Education Using Metaverse on Learning Participation and Learning Satisfaction (메타버스 활용 물류 교육이 학습 참여와 학습 만족에 미치는 영향)

  • Cho, Sang-Lee;Shin, Hak-Sung
    • Journal of Korea Port Economic Association
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    • v.39 no.3
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    • pp.61-73
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    • 2023
  • When conducting metaverse-based logistics education, educational, entertainment, and sense of reality were presented as preceding factors as factors that content should have, and the effect on learner satisfaction by mediating learner participation was verified. The results and implications are as follows. First, educational, entertainment, and presence were found to be important factors that can improve learners' participation. Since it is a content provided as part of university education, it can be expected that the educational value will be the highest, but entertainment has been identified as the most influential variable. Therefore, in order for metaverse-based logistics education to induce learners' participation, it is necessary to plan contents that students can enjoy and enjoy. Second, it was found that learner participation has a positive effect on learning satisfaction. Although it is a virtual world, if it is real and you can interact with other learners, you will be satisfied with your learning. Therefore, it is necessary to develop contents that can induce learners' participation in order to continuously provide learning satisfaction when providing metaverse-based logistics education.

Research on Fashion Edutech XR Content Applying Skeuomorphism (스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구)

  • Hyang-Ja, Kim
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.560-567
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    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

Research on Service Development Plans for the National Center for Medical Information and Knowledge: Comparison and analysis with the U.S. National Library of Medicine (국립의과학지식센터 서비스 발전 방안을 위한 연구 - 미국 국립의학도서관과의 비교·분석을 통해 -)

  • Hey-Young Rhee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.1
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    • pp.243-272
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    • 2024
  • This study was conducted with the purpose of providing suggestions for improvement through a comparison and analysis of the services of the U.S. National Library of Medicine, the world's largest medical library, and the National Center for Medical Information and Knowledge, Korea's national medical library. Core services that need to be improved are topic-specific services, community services, services by user type, educational services, technology, facility/space services, research support services, and marketing and public relations and cooperation services. Specialized libraries are also increasingly interested in topic-specific services and public services. Efficiency in access through services for each type of user is needed, and various types of educational services that do not limit the target audience are also needed. Marketing through AI, virtual reality, and technology, facility, and space services to support the disabled, research support services centered on research ethics, research grants, and programs, and collaborative services with domestic and international libraries, academic societies, institutions, and local communities in other related fields and publicity are also needed.