• Title/Summary/Keyword: virtual age

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Spatial Characteristics of Manufacturing Production and Innovation Networks of the Long-live Area of Gangwon and Jeju (강원.제주 장수지역의 제조업 생산 연계와 혁신 네트워크의 공간적 특성)

  • Jeong Eun-Jin;Song Kyung-Un;Park Sam-Ock
    • Journal of the Korean Geographical Society
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    • v.41 no.1 s.112
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    • pp.1-21
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    • 2006
  • Abstract The purpose of this paper is to analyze production and innovation networks of manufacturers in the rural, long-live areas of Gangwon Jeju and to suggest an ideal regional development model of rural areas in the knowledge-based information age. For this purpose, we compared the areas of Gangwon Jeju with the long-live belt areas in the rural pan of the Honan region and Gwangju Jeonju, the urban part of Honam. The findings from the study are summarized as follows. Firstly, the stronger the local networks in terms of supply of the necessary input materials and labor, the more successful the manufacturing industry is in the given area. Secondly, the more diverse and lasting the networks (in terms of the location of manufacturers, local area and national area) and cooperation agents(businesses, research institutions, the local government, the central government) they have, the more prosperous the manufacturing industry is. These results indicate that the successful development model for rural areas requires that we take the approach of fostering potential innovation capabilities of total areas by fully utilizing their innate resources so as to create an internal cooperative network and further build extensive networks encompassing external entities to create a virtual innovation cluster.

Predicting Sensitivity of Motion Sickness using by Pattern of Cardinal Gaze Position (기본 주시눈 위치의 패턴을 이용한 영상멀미의 민감도 예측)

  • Park, Sangin;Lee, Dong Won;Mun, Sungchul;Whang, Mincheol
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.227-235
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    • 2018
  • The aim of this study is to predict the sensitivity of motion sickness (MS) using pattern of cardinal gaze position (CGP) before experiencing the virtual reality (VR) content. Twenty volunteers of both genders (8 females, mean age $28.42{\pm}3.17$) participated in this experiment. They was required to measure the pattern of CGP for 5 minute, and then watched VR content for 15 minute. After watching VR content, subjective experience for MS reported from participants using by 'Simulator Sickness Questionnaire (SSQ)'. Statistical significance between CGP and SSQ score were confirmed using Pearson correlation analysis and independent t-test, and prediction model was extracted from multiple regression model. PCPA & PCPR indicators from CGP revealed significantly difference and strong or moderate positive correlation with SSQ score. Extracted prediction model was tested using correlation coefficient and mean error, SSQ score between subjective rating and prediction model showed strong positive correlation and low difference.

Development and Application of a Maker Education Program Using Virtual Reality Technology in Elementary Science Class: Focusing on the Unit of 'Animal Life' (초등 과학 수업에서 VR 기술을 활용한 메이커교육 프로그램의 개발과 적용 - '동물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.399-408
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    • 2023
  • This study developed and applied a maker education program for an elementary school's science unit on 'Animal Life'. It examined the program's impact on students' academic achievement and creative problem-solving ability. The theme of the maker education program was 'creating a robot virtual reality (VR) exhibition hall mimicking animal characteristics'. It explored scientific concepts and creatively created a robot VR exhibition hall in accordance with the TMI maker education model. Findings revealed that the program significantly improved students' academic achievement and creative problem-solving ability (p<.05). This study provides evidence for the effectiveness of maker education in elementary school science classes and suggests that using maker education can increase students' interest in and engagement with science learning. To implement maker education more actively in elementary school science classes, stakeholders should develop various topics and programs. Additional research investigating the effectiveness of maker education in different age groups and various other areas of elementary science education is required to generalize the results of this study. Moreover, educational and teacher capacity building is required for educators to utilize maker education effectively.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.25-41
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    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

Paleomagnetic Study on the Volcanic and Sedimentary Rocks of Jeju Island (제주도(濟州道)에 분포(分布)하는 화산암류(火山岩類) 및 퇴적암류(堆積岩類)에 대(對)한 고지자기(高地磁氣) 연구(硏究))

  • Min, Kyung Duck;Won, Joong Sun;Hwang, Suk Yeon
    • Economic and Environmental Geology
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    • v.19 no.2
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    • pp.153-163
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    • 1986
  • Paleomagnetic and geological studies of volcanic and sedimentary rocks of Jeju Island have been carried out to determine the position of virtual geomagnetic pole(VGP), and to estimate the geological sequence and their age. As a result of paleomagnetic studies, the reversal polarities are measured in the Sanbangsan trachyte and Hwasun formation, and the normal are the rest. In case of normal polarity, the mean values of declination and inclination are $2.3^{\circ}$ and $48.4^{\circ}$, respectively, and the average value of VGP is $85.4^{\circ}N$ and $79.9^{\circ}W$. The locations of VGP's are coincident with those obtained from world-wide Plio-Pleistocene rocks. The Hwasun formation and Seongsan formation which have been known to be sedimented in the similar time in the 2nd-stage of volcanic eruption, possess reversal and normal polarities, respectively. This fact brings about the result that two formations should be separated in a sense of geological sequence. Consequently, the geological sequence of the 2nd-stage of volcanic eruption is Pyoseonri basalt-Seoguipo hawaiite-Hwasun formation-Seongsan formation-Jungmun hawaiite-Sanbangsan trachyte. Referring to the paleomagnetic studies and the previous and present geological studies, Seoguipo formation corresponds to the Gauss normal epoch, the 2nd-stage of volcanic eruption to Matuyama reversed epoch, and the 3rd-, 4th-, and 5th-stages to Brunhes normal epoch. Therefore, the Seoguipo formation is mostly sedimented during late Pliocene and/or presumably extended to the early Pleistocene. The rocks of the 2nd- to 5th-stage are formed later than this.

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Research About Character Illustration Which the 3D Game Character Manufacture (3D 게임 캐릭터 제작에 있어서의 캐릭터 일러스트에 관한 연구)

  • Lee Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.178-183
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    • 2005
  • It is said that today is an era of total cord characterized by the transition from the industrial society to the knowledge based and information one. In this age of total cord, the most complex media production is the game industry. In the game industry, game character as one of the elements of game production is the most important because it contains visual elements created through interaction with a user. Initial creation of characters in the game industry is considered having the most value-adding element. Character creation in game production begins with basic drawings, like a diffusive property of the production elements, and proceeds to complicated 2D game character illustration and 3D game character production. In addition, only when driving forces for game development such as individuality and virtual reality are based on different mind cord from existing one, foundation for it will be firmly established. Therefore, it is clear that understanding of the Importance of character illustration and original drawings in the game production is essential to successfully produce more perfect 3D game characters.

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A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

The Suggestion of the Korean Folk Picture Image for Game Graphic (한국 풍속화의 도상을 활용한 게임그래픽의 제안)

  • Kim, Boo-Ja
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.66-71
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    • 2002
  • The common lives of the korean people reflect the feeling and emotion of their own world irrespective of rank and class. The folk picture which has the humor, feeling of the korean people, has been with the whole nation throughout times. Therefore it reveals the imaged tradition, recordable character and the truth. It is the folk picture that is the first stream of the game graphic. Because it has its own world built by timeless culture, philosophy, religion, art, and so on. When the game is understood as the reappearance of virtual truth, and the whole new world of the game players, it is really necessary to develop the game graphic with creative plans and artistic value. It is the time to focus on the korean folk picture as a new sources of the contents. Then it is obvious to solidfy the groundwork of the game industry if people at all ages play games as a result of reinterpreting and developing technical tools for the korean folk picture for the present age.

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Development of Safety Evaluation Scenario for Autonomous Vehicle Take-over at Expressways (고속도로 자율주행자동차 제어권 전환 안전성 평가를 위한 시나리오 개발)

  • Park, Sungho;Jeong, Harim;Kim, Kyung Hyun;Yun, Ilsoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.2
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    • pp.142-151
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    • 2018
  • In the era of the 4th Industrial Revolution, research and development on autonomous vehicles have been actively conducted all over the world. Under these international trends, the Ministry of Land, Infrastructure and Transport is actively promoting the development of autonomous vehicles aiming at commercialization of autonomous vehicles at level 3 or higher by 2020. In the level 3 autonomous vehicle, it is essential to transfer control between the driver and the vehicle according to driving situations. Prior to the full-fledged autonomous vehicle age, this study developed a representative scenario for the safety evaluation on take-over on expressways. To accomplish this, we developed a highway driving scenario first, and then developed six control transition scenarios based on 2014 highway traffic accident data and take-over data. The variables to be considered in the developed scenarios are divided into drivers, vehicles, and environmental factors. A total of 36 variables are selected.