• Title/Summary/Keyword: Virtual reality program

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Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

Experimental and Experiential Cultural Space : Focusing on Cologne City Library in Germany (실험과 체험의 공간: 독일 쾰른 시립도서관의 사례를 중심으로)

  • Choi, Jeongyoon;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.11-22
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    • 2018
  • This study examines the structure and contents of the various programs offered by the Cologne City Library in Cologne, Germany, and discusses its implications for the role of the changing public libraries in the era of the Fourth Industrial Revolution. The Cologne Municipal Library, which has continuously played a leading role in the education of German libraries since its opening, has been transforming itself to become a center for producing information and knowledge and developing culture in accordance with the dynamic era of the Fourth Industrial Revolution. Currently, the Cologne Municipal Library plays a role as a multi-cultural space in the community where local members can experience various cultures, such as movies, music and games, and create a culture, beyond the traditional functions of library collection and preservation. The program of the City Library in Cologne, Germany, will help to redesign the functions and roles of public libraries in Korea in the future, and plan library contents for local members.

Design and Implementation of Frontal-View Algorithm for Smartphone Gyroscopes (스마트폰 자이로센서를 이용한 Frontal-View 변환 알고리즘 설계 및 구현)

  • Cho, Dae-Kyun;Park, Seok-Cheon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.199-206
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    • 2012
  • Attempt to use as a marker of natural objects directly in the real world, but there is a way to use the accelerometer of the smartphone, to convert the Frontal-View virtual, because it asks only the pitch of the camera, from the side there is a drawback that can not be converted to images. The proposed algorithm, to obtain the rotation matrix of axis 3 pitch, roll, yaw, we set the reference point of the yaw of the target image. Then, to compensate for the rotation matrix to determine Myon'inji any floor, wall, the ceiling of the target image. Finally, to obtain the homography matrix for obtaining the Frontal-View to account for the difference between the gyro sensor coordinate system and image coordinate system, so we can get the Frontal-View from the captured images through the projection transformation was designed. Was tested to convert Frontal-View the picture was taken in an environment smartphone environment surrounding floor, walls and ceiling in order to evaluate the conversion program Frontal-View has been implemented, in this paper, design and The conversion algorithm implementation, it was confirmed that to convert a regular basis Frontal-View footage taken from multiple angles.

Effect of early robot-assisted training using virtual reality program in patient with stroke (가상현실을 이용한 조기 로봇보조 보행 훈련이 뇌졸중 환자에 미치는 영향)

  • Lee, Dong-Soon;Lee, Kyung-Hwa;Kang, Tae-Woo;Cho, Sung-Tae
    • The Journal of Korean Physical Therapy
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    • v.25 no.4
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    • pp.195-203
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    • 2013
  • Purpose: The purpose of this study was to determine the effect of early Robot-assisted training on gait ability, function and ADL in patients with stroke. Methods: 26 patients with stroke were recruited for this study. The subjects were randomly assigned to either the experimental group (EG) or the control group (CG), with 13 patients in each group. All subjects received a routine physical therapy. The robot-assisted training was for 30 min in the case of the EG subjects. The assessment tools of this study involved the gait ability, balance ability, function and ADL. The measurements were recorded before the intervention and after the intervention. Results: EG subjects and CG subjects, the variables measured after the intervention significantly differed from gait ability, balance ability, function and ADL without the FMA (p<0.05). The FMA was only effective experimental group after intervention. Also, there were significant differences in gait ability, balance ability, function and ADL without the FMA at post-test between the 2 groups (p<0.05). Conclusion: The findings indicate that early robot-assisted training exerts a positive effect on gait ability, balance ability, function and ADL in patients with stroke. This result indicates the possibility of application of the early Robot-assisted training to the management for stroke patients. Further studies are required to generalize the result for this study.

Development of a Hand Shape Editor for Sign Language Expression (수화 표현을 위한 손 모양 편집 프로그램의 개발)

  • Oh, Young-Joon;Park, Kwang-Hyun;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.44 no.4 s.316
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    • pp.48-54
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    • 2007
  • Hand shape is one of important elements in Korean Sign Language (KSL), which is a communication method for the deaf. To express sign motion in a virtual reality environment based on OpenGL, we need an editor which can insert and modify sign motion data. However, it is very difficult that people, who lack knowledge of sign 1anguage, exactly edit and express hand shape using the existing editors. We also need a program to efficiently construct and store the hand shape data because the number of data is very large in a sign word dictionary. In this paper we developed a KSL hand shape editor to easily construct and edit hand shape by a graphical user interface (GUI), and to store it in a database. Hand shape codes are used in a sign word editor to synthesize sign motion and decreases total amount of KSL data.

A Study on the de'paysment characteristics in modern architecture - In light of Rene Magritte - (현대 건축공간에 나타나는 데페이즈망 특성에 관한 연구 - 르네 마그리트를 중심으로 -)

  • Jang, Han-Sol;Hur, Bum-Pall
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.96-103
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    • 2009
  • Man has an unconscious desire to free oneself from everyday selves and a strong intellectual desire to see and analyze things in a different perspective. This provided a momentum for architectural design that has long been confined to its limits of modernism of being rational and objective. The ever-changing society that we live in filled with various attempts and pluralistic characteristics shows a complex set of attributes that can hardly be defined by a single term. As society moves towards an uncertain and volatile state, the boundary between literature, philosophy and art has dimmed out and converged. Such tendencies have been observable in recent establishments in architecture in the form of introducing external elements and create an alien and farfetched architectural space. Using the 'depaysement' defamiliarization method expressing irrationality and randomness, it is applied in various aspects, sharing the counter-rational structure and features of such architectural space. Hence, it is the purpose of this study to delve into the unique characteristics of depaysement through Magritte's work which reflects the unique pictorial world built under the influence of surrealism, and discover the $D\acute{e}paysement$ tendencies in modern architectural space. It is apparent in Modern architecture that, owing to the development in digital technology, it is showing process changes in design and an interfacial $D\acute{e}paysement$ effect in cyberspace, an interlace of reality and the virtual world. In this study, the focus of analysis was architectural properties such as the program, figure/spatial, material and the objective side, but due to mutual text properties, it is bound to be an overlapping analysis.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.

Study on the Application of Big Data Mining to Activate Physical Distribution Cooperation : Focusing AHP Technique (물류공동화 활성화를 위한 빅데이터 마이닝 적용 연구 : AHP 기법을 중심으로)

  • Young-Hyun Pak;Jae-Ho Lee;Kyeong-Woo Kim
    • Korea Trade Review
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    • v.46 no.5
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    • pp.65-81
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    • 2021
  • The technological development in the era of the 4th industrial revolution is changing the paradigm of various industries. Various technologies such as big data, cloud, artificial intelligence, virtual reality, and the Internet of Things are used, creating synergy effects with existing industries, creating radical development and value creation. Among them, the logistics sector has been greatly influenced by quantitative data from the past and has been continuously accumulating and managing data, so it is highly likely to be linked with big data analysis and has a high utilization effect. The modern advanced technology has developed together with the data mining technology to discover hidden patterns and new correlations in such big data, and through this, meaningful results are being derived. Therefore, data mining occupies an important part in big data analysis, and this study tried to analyze data mining techniques that can contribute to the logistics field and common logistics using these data mining technologies. Therefore, by using the AHP technique, it was attempted to derive priorities for each type of efficient data mining for logisticalization, and R program and R Studio were used as tools to analyze this. Criteria of AHP method set association analysis, cluster analysis, decision tree method, artificial neural network method, web mining, and opinion mining. For the alternatives, common transport and delivery, common logistics center, common logistics information system, and common logistics partnership were set as factors.

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.

A Case study for Multi-Perspective Relationship Experience(MPRE) to Improve Social Communication of Soldiers (군인들의 의사소통 향상을 위한 가상현실 활용 방안 -다시점 관계 경험 프로그램 사례 연구-)

  • Lee, Youn-Soo;Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.83-89
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    • 2022
  • Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.