• Title/Summary/Keyword: telepresence

Search Result 88, Processing Time 0.022 seconds

Robot-Assisted Learning in r-Learning (r-Learning에서의 로봇보조학습)

  • Han, Jeong-Hye;Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
    • /
    • v.13 no.4
    • /
    • pp.497-508
    • /
    • 2009
  • As the educational use of intelligent service robots has been proved to be effective, educational service robots have been utilized in kindergarten. In addition, service robots will be used in elementary schools from 2010 for the after-school English program. This trend indicates that r-Learning using service robots will become a major educational paradigm in preparing for future education. This article consists of the following four parts. First, the concept and the type of educational robots were defined and the trend of previous research was examined. Second, the characteristics of robot-assisted learning were analyzed as a part of r-Learning, and difference between r-Learning and u-Learning was compared. Third, the contents and service using a robot-assisted learning system were discussed, the models and trend of service using the robot-assisted learning system were examined, and the aspects of viewing evolution were compared. Finally, suggestions for activating the service market of robot-assisted learning were made for the educational institution, research institution, government and robot companies.

  • PDF

Visual textuality of stereoscopic 3D animation (3D 입체 애니메이션의 영상 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Cartoon and Animation Studies
    • /
    • s.20
    • /
    • pp.31-45
    • /
    • 2010
  • Stereoscopic 3D animation contents are in the rise as a key part of contents market. Major animation studios are planning to produce 3D animations in a stereoscopic process. This study aims at understanding the visual textuality of 3D animation contents at its early stage. To understand 3D animation, , are analyzed. Stereoscopic 3D animations are exploring the new visual aesthetics using the specific storytelling, sequence ordering, camera working, shot size and camera angles etc. Based on these visual textualities, stereoscopic 3D animations are constructing telepresence, multi-senses of individual spectators. Stereoscopic 3D animations have formed their own aesthetics and cultural meanings in the digital age.

  • PDF

Continuum Mechanics-Based Environment Modeling for Telemanipulation of Soft Tissues in a Telepalpation System (생체조직의 원격촉진시스템을 위한 연속체역학 기반의 환경 모델링)

  • Kim, Jung-Sik;Kim, Jung
    • Transactions of the Korean Society of Mechanical Engineers B
    • /
    • v.35 no.11
    • /
    • pp.1199-1204
    • /
    • 2011
  • The capability to bilaterally telemanipulate soft-tissues for medical applications could increase the quality of telemanipulation systems. Since most soft-tissue manipulation tasks include constrained motion interacting with an unknown and dynamic bioenvironment through contact, bilateral telemanipulation raises problems due to stability and transparency issues. It is well understood that knowledge of environments plays an important role in pursuing transparent telemanipulation and achieving telepresence, and in particular, online estimation of environmental parameters with an explicit environment model can improve these systems' performance. In this study, a continuum mechanics-based environment model with an online environmental property estimation algorithm and an adaptive telemanipulation control scheme is proposed. The proposed method can improve the telemanipulation performance in terms of stability and transparency and can offer valuable information (e.g., elastic modulus of soft tissues) pertaining to diagnostic examinations.

A approach to standardization & promotion strategy on telepresence (영상회의 시스템 간 상호연동 표준화 추진방향)

  • Min, J.H.;Jung, O.J.;Park, J.Y.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.829-832
    • /
    • 2014
  • The introduction of video conferencing service, the core service of smart work is activated mostly at the public organizations and large companies according to the government's recent strategy to promote the introduction of smart work. However, as a variety of products of major foreign and small domestic companies have installed in case of the domestic introduction of video conferencing, it is very urgent and important to secure interoperability among newly installed equipments as well as installed equipments. In addition, as the requirement of market situation has changed from securing interoperability only among the video conferencing systems of the same company to doing the interoperability among the various formed products of a plurality of companies, it is required to develop the standard to enable inter-working. Therefore, in this paper we propose the standardization directions in securing the interoperability of platform specifications through the standards development for interoperability profile among video conferencing systems and services.

  • PDF

Metaverse's Characteristic Factors Affecting Word-of-Mouth Intention: Focused on Flow and Satisfaction (메타버스 서비스의 구전의도에 영향을 미치는 요인에 관한 연구: 만족과 플로우를 중심으로)

  • Kim, Jun;You, Jaehyun
    • Knowledge Management Research
    • /
    • v.23 no.2
    • /
    • pp.99-122
    • /
    • 2022
  • Due to the social distancing in the Corona era, people are looking for an alternative online. As 'eXtended Reality' including various technologies, AR, VR and so on, is also on the rise, and the 'MZ' generation is growing to a new consumer group, the Meta-Verse is again in the spotlight. However, existing studies related to the Meta-Verse were mostly listing fragments of definition and classification or focused on eXtended Reality technologies and a subordinate concept. Hence, this study wold like to conduct an empirical analysis to verify influences of Metaverse's characteristic factors over word-of-mouth intention through flow and satisfaction.

Collaborative 3D Design Workspace for Geographically Distributed Designers - With the Emphasis on Augmented Reality Based Interaction Techniques Supporting Shared Manipulation and Telepresence - (지리적으로 분산된 디자이너들을 위한 3D 디자인 협업 환경 - 공유 조작과 원격 실재감을 지원하는 증강현실 기반 인터랙션 기법을 중심으로 -)

  • SaKong Kyung;Nam Tek-Jin
    • Archives of design research
    • /
    • v.19 no.4 s.66
    • /
    • pp.71-80
    • /
    • 2006
  • Collaboration has become essential in the product design process due to internationalized and specialized business environments. This study presents a real-time collaborative 3D design workspace for distributed designers, focusing on the development and the evaluation of new interaction techniques supporting nonverbal communication such as awareness of participants, shared manipulation and tele-presence. Requirements were identified in terms of shared objects, shared workspaces and awareness through literature reviews and an observational study. An Augmented Reality based collaborative design workspace was developed, in which two main interaction techniques, Turn-table and Virtual Shadow, were incorporated to support shared manipulation and tele-presence. Turn-table provides intuitive shared manipulation of 3D models and physical cues for awareness of remote participants. Virtual shadow supports natural and continuous awareness of location, gestures and pointing of partners. A lab-based evaluation was conducted and the results showed that interaction techniques effectively supported awareness of general pointing and facilitated discussion in 3D model reviews. The workspace and the interaction techniques can facilitate more natural communication and increase the efficiency of collaboration on virtual 3D models between distributed participants (designer-designer, engineer, or modeler) in collaborative design environments.

  • PDF

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.5
    • /
    • pp.83-92
    • /
    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

The Effect of Metaverse Presence on Intention to Continuous Use Through User Motivation: Moderating Effect of Normative Interpersonal Influence (메타버스 실재감이 사용자의 이용 동기를 통해 지속적 이용의도에 미치는 영향: 규범적 대인 민감성의 조절 효과)

  • Hwang, Inho;Kim, Jin soo;Lee, IL Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.17 no.3
    • /
    • pp.119-133
    • /
    • 2022
  • The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.