• Title/Summary/Keyword: Virtual space

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Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

Digital technique in diagnosis and restoration of maxillary anterior implant: a case report (디지털 기법을 활용한 상악 전치부의 진단 및 수복 증례)

  • Haemin, Bang;Woohyung, Jang;Chan, Park;Kwi-Dug, Yun;Hyun-Pil, Lim;Sangwon, Park
    • Journal of Dental Rehabilitation and Applied Science
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    • v.38 no.4
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    • pp.249-256
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    • 2022
  • The implant prosthesis of anterior maxilla requires careful consideration in planning. In order to satisfy both esthetic and functional needs of a patient, fusion of intra-oral scan in Cone-beam computed tomography (CBCT) and facial scan can be considered. Bony structures and soft tissues captured in CBCT and occlusal surfaces of intra oral scan were incorporated into personal characteristics from facial scan. The patient had insufficient buccal bone on maxillary anterior area. The maxillary implants could not be placed on the most ideal position. However, the "top down" approach completed by computer-generated arranging of teeth in implant planning and surgery with surgical guide resulted in esthetically and functionally satisfying result regardless of the limitation. Careful diagnosis with digital technique and the usage of surgical guide resulted in successful surgery and esthetic restoration. The temporary fixed prostheses were designed, restored and evaluated. The patient was not satisfied with the first design of temporary prosthesis, which showed uneven space distribution between teeth due to the position of maxillary implant. The design was modified by changing proximal emergence contours and line angle to alter the perceived since of incisors. The patient was satisfied with the new design of provisional restoration. A digital occlusion analyzer (Arcus Digma II, KaVo, Leutkirch, Germany) was used to measure inherent condylar guidance and anterior guidance of a patient to provide a definitive prosthesis.

Digital Restoration of Missing Parts and Production of Three-dimensional Printed Replicas the Stone Buddhas in Four Directions in Hwajeon-ri, Yesan, Korea (예산 화전리 석조사면불상의 결손부 디지털 복원 및 3차원 프린팅 복제모형 제작)

  • Lee Seungjun;Jo Younghoon;Kim Jiho;Cho Hyosik
    • Conservation Science in Museum
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    • v.29
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    • pp.99-110
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    • 2023
  • The stone fragments that are missing from the stone cultural heritage have limited use beyond being directly fitted to identify their original position, as they are relatively heavy and bulky, and there is the further risk of secondary physical damage during manual work. Therefore, in this study, morphological relationships between the missing parts and the stone fragments were identified through digital restoration, and a three-dimensional (3D) printed replica was created for use at the exhibition for Stone Buddhas in Four Directions in Hwajeon-ri, Yesan, where 72 stone fragments had been excavated together. First, for the digital restoration, stone fragments of similar shapes were selected after the coordinates of the 3D scanning model were aligned in virtual space. In addition, the stone fragments were printed using a 3D printer to check whether they were physically related to the missing parts. Thus, the original positions of a total of nine stone fragments were identified. To utilize these research results in the exhibition, a 1:1 replica of the Stone Buddhas in Four Directions was produced using 3D printing technology, and the nine stone fragments were also restored to their original positions. The digital technology used in this study is of great importance in that it not only made up for the limitations of the direct manual method but also suggested the possibility of expanding its application to the fields of documentation, restoration, and replication of similar cultural heritage.

Clinical Practice Experience including Web-based Simulation Practice of Nursing Students during the COVID-19 Pandemic (코로나19 팬데믹 시기에 간호대학생의 웹 기반 시뮬레이션 실습을 포함한 임상 실습 경험)

  • Kim, Kyung Sook;Park, Ji Min
    • Journal of Convergence for Information Technology
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    • v.12 no.2
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    • pp.81-93
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    • 2022
  • The purpose of this study is to understand the meaning of clinical practice experience, including web-based simulation practice, in the context of the corona pandemic era. As for the research method, data were collected through a focus group interview on the experience of web-based simulation practice and subsequent clinical practice and analyzed by content analysis method. The contents of the two interview groups were analyzed, and the results were divided into 2 components, 7 topic groups, and 18 topics. The first component, the clinical practice, was divided into four topic groups: 'The anxious start of practice in a pandemic situation', 'Direct experience through various cases', 'Training opportunities to prepare as a future nurse', and 'The burden of performance and limited experience'. The second component, the web-based simulation practice, was divided into three topic groups: 'Unfinished nursing practice', 'Indirect experience of clinical nursing in virtual space', and 'Requirement of an integrated practice model'. Clinical practice is a very important part of the nursing education curriculum. However, the nursing that students can perform in the field is very limited. Therefore, to supplement the shortcomings of observation-oriented clinical practice and to increase the quality of practical education, it is necessary to consider a hybrid education model including web-based simulation practice.

Simulating tentacle Creature with External Magnetism for Animatronics (외부 자력을 이용한 촉수 생명체 애니매트로닉스 시뮬레이션)

  • Ye Yeong Kim;Do Hee Kim;Ju Ran Kim;Na Hyun Oh;Myung Geol Choi
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.5
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    • pp.1-9
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    • 2023
  • The control technology of animatronics is an interesting topic explored in various fields, including engineering, medicine, and art, with ongoing research efforts. The conventional method for controlling the movement of animatronics is to use electric motors installed inside the body. However, this method is difficult to apply when expressing a narrow space inside the body. In this study, a method of using external forces instead of installing mechanical devices inside the body was proposed to control the movement of a thin and long tentacle organism. Specifically, in this study, the joint body of animatronics was made of magnetic metal material so that it could be affected by the force of an externally installed electromagnet. The strength of the electromagnet was controlled by a PID controller to enable real-time control of the position of the animatronics body. In addition, the magnet was made to rotate, and the speed of rotation was changed to create various movements. Through virtual environment simulations, our experiments demonstrate the superiority of the proposed method, showcasing real-time control by users and the creation of animations in various styles.

Radiologic assessment of the optimal point for tube thoracostomy using the sternum as a landmark: a computed tomography-based analysis

  • Jaeik Jang;Jae-Hyug Woo;Mina Lee;Woo Sung Choi;Yong Su Lim;Jin Seong Cho;Jae Ho Jang;Jea Yeon Choi;Sung Youl Hyun
    • Journal of Trauma and Injury
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    • v.37 no.1
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    • pp.37-47
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    • 2024
  • Purpose: This study aimed at developing a novel tube thoracostomy technique using the sternum, a fixed anatomical structure, as an indicator to reduce the possibility of incorrect chest tube positioning and complications in patients with chest trauma. Methods: This retrospective study analyzed the data of 184 patients with chest trauma who were aged ≥18 years, visited a single regional trauma center in Korea between April and June 2022, and underwent chest computed tomography (CT) with their arms down. The conventional gold standard, 5th intercostal space (ICS) method, was compared to the lower 1/2, 1/3, and 1/4 of the sternum method by analyzing CT images. Results: When virtual tube thoracostomy routes were drawn at the mid-axillary line at the 5th ICS level, 150 patients (81.5%) on the right side and 179 patients (97.3%) on the left did not pass the diaphragm. However, at the lower 1/2 of the sternum level, 171 patients (92.9%, P<0.001) on the right and 182 patients (98.9%, P= 0.250) on the left did not pass the diaphragm. At the 5th ICS level, 129 patients (70.1%) on the right and 156 patients (84.8%) on the left were located in the safety zone and did not pass the diaphragm. Alternatively, at the lower 1/2, 1/3, and 1/4 of the sternum level, 139 (75.5%, P=0.185), 49 (26.6%, P<0.001), and 10 (5.4%, P<0.001), respectively, on the right, and 146 (79.3%, P=0.041), 69 (37.5%, P<0.001), and 16 (8.7%, P<0.001) on the left were located in the safety zone and did not pass the diaphragm. Compared to the conventional 5th ICS method, the sternum 1/2 method had a safety zone prediction sensitivity of 90.0% to 90.7%, and 97.3% to 100% sensitivity for not passing the diaphragm. Conclusions: Using the sternum length as a tube thoracostomy indicator might be feasible.

The Relationship between Anonymity, Personal and Group Identities, and Discussion Quality in Online Discussion Communities (온라인 토론 커뮤니티에서의 익명성과 개인 및 집단 정체성, 토론의 질 간의 영향 연구)

  • Ae Ri Lee
    • Information Systems Review
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    • v.21 no.3
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    • pp.63-86
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    • 2019
  • As the use of ICT became a part of daily social life, online community has emerged as a new type of social organization. Online community is a virtual space which enables many people to participate and contribute together to collective knowledge. Anonymity in online communities can encourage active social participation by people with various social constraints, however, anonymity can also lead to serious social pathology. As a result, it is necessary to study on what is fundamentally influencing human behavior and how people's behavior is controlled in anonymous online community. This study focuses on human identity and investigate the factors affecting human behavior control in anonymous online environment by examining various aspects of identity in online discussion community. This study empirically verifies the causal relationship between factors, including social & technical anonymities, various identity dimensions, intrinsic motivation to participate in the community, group norm conformity, and quality of discussion. It also analyzes the difference between groups by the level of anonymity, gender, age, community usage period, and discussion topic. Based on the findings, this research provides theoretical and practical implications for online community management strategies and a better culture on Internet discussion.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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Study on the structure of the articulation jack and skin plate of the sharp curve section shield TBM in numerical analysis (수치해석을 통한 급곡선 구간 Shield TBM의 중절잭 및 스킨플레이트 구조에 관한 연구)

  • Kang, Sin-Hyun;Kim, Dong-Ho;Kim, Hun-Tae;Song, Seung-Woo
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.19 no.3
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    • pp.421-435
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    • 2017
  • Recently, due to the saturation of ground structures and the overpopulation of pipeline facilities requires to development of underground structures as an alternative to ground structures. Thus, mechanized tunnel construction of the shield TBM method has been increasing in order to prevent vibration and noise problems in construction of the NATM tunnel for the urban infrastructure construction. Tunnel construction plan for the tunnel line should be formed in a sharp curve to avoid building foundation and underground structures and it is inevitable to develop a shield TBM technology that suits the sharp curve tunnel construction. Therefore, this study is about the structural stability technology of the articulation jack, shield jack and skin plate for the shield TBM thrust in case of the mechanized tunnel construction that is a straight and sharp curve line. The construction case study and shield TBM operation principle are examined and analyzed by the theoretical approach. The torque of the cutter head, the thrust of the articulation jack and the shield jack, the amount of over cutting for curve is important respectively in shield TBM construction of straight and sharp curve line. In addition, it is very important to secure the stability of the skin plate structure to ensure the safety of the inside worker. This study examines the general structure and construction of the equipment, experimental simulation was carried out through numerical analysis to examine the main factors and structural stability of the skin plate structure. The structural stability of the skin plate was evaluated and optimizes the shape by comparing the loads of the articulation jack by selecting the virtual soil to be applied in a straight and sharp curve line construction. Since the present structure and operation method of the shield TBM type in domestic constructions are very similar, this study will help to develop the localized shield TBM technology for the new equipment and the vulnerability and stability review.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.