• Title/Summary/Keyword: virtual digital

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A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applets (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim, Dong-Sik;Kim, Ki-Woon;Park, Sang-Yun;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2717-2719
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

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Effects of Collaborative Learning in a Virtual Environment on Students' Academic Achievement and Satisfaction (가상 학습 공간에서의 협력 학습이 학업 성취도 및 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This experimental study was to examine the impact of collaborative learning in a virtual environment on students' learning outcomes and satisfaction. The collaborative virtual learning environment was created for a Korean history class for high school students. A total of 119 participants were recruited and were randomly assigned to either "collaborative group" or an "individual group." Students' academic achievements and satisfaction were collected as measurement tools to examine the effect of collaborative learning in the virtual learning environment and collected data were tested by independent sample t. The results showed that participation in collaborative groups had a significant positive effect on academic achievement and satisfaction than individual groups.

The Design and Communication Strategy of Virtual Idols "Luo Tianyi(洛天依)"

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.45-54
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    • 2023
  • The digital age start in earnest with the widespread use of the Internet. As a digital product, virtual idols bring new value to the design and dissemination of commercial brand images. "Luo Tianyi" is the world's first avatar and VOCALOID voice bank of Chinese. It has a large number of fans in China and is widely used in brand promotion. Therefore, "Luo Tianyi" is taken as the research object. Initially, we investigated the virtual idols through books, literature on the internet and other materials. Then we discussed semiotics and theories related to culture code brand design methodology (CCBD). After that, putting the above theories into practice, combined with brand design cases, we analyzed the strategy of virtual idols in brand promotion and dissemination, at last, we have the conclusion as followed. The results show that the virtual idols, visual symbol of "Luo Tianyi" can express the Index and Symbol corresponding to the brand information according to the characteristics of the brand. As an image of cultural code, "Luo Tianyi" can present three visual images at the same time, which are contemporary, traditional and future. In addition, these three visual images are presented in a strong and weak combination, which has a positive impact on the visual communication of the brand.

UGC as a New Digital Promotion in the Metaverse Context

  • Huimin XU
    • The Journal of Industrial Distribution & Business
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    • v.14 no.10
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    • pp.11-22
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    • 2023
  • Purpose: This study aims to investigate how brand-related user-generated content (UGC) influences consumers' brand attitude and behavioral intention in the context of the Metaverse, and the mediating role of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. Research design, data and methodology: The study was conducted using a survey with 239 questionnaires from frequent social media users in China and hypothesis testing through AMOS 26.0 structural equation modeling. Results: The findings suggest that (1) brand-related UGC positively influences brand attitude and behavioral intention through virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. (2) The study identified the fully-mediated effects of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising in the impact of brand-related UGC on brand attitude and behavioral intention. (3) The mediating pathway with the most significant impact on behavioral intention was the virtual brand experience and attitude toward the advertising, followed by the effect of the virtual brand experience, perceived information usefulness, and perceived interactivity on brand attitude. Conclusions: This study presents UGC as a new type of digital promotion that can positively impact the effectiveness of brand advertising in the Metaverse.

The Response of Domestic Virtual Influencer'S Instagram Audience (국내 버츄얼 인플루언서의 인스타그램 수용자 반응)

  • Han, Ki-Hyang
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.471-483
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    • 2021
  • The purpose of this study is to find out audience' response of virtual influencer at the starting line of virtual influencer marketing. Therefore, posts, comments, number of likes, and video reviews were collected from Instagram of virtual influencers active in Korea. Python 3.7 and Textom were used for data collection and analysis. Sentimental analysis showed that the rate of positivity was higher than the rate of negativity and neutrality. The appearance of virtual influencer was found to be a major factor in both positive and negative. Consumers' interest in virtual influencer could be inferred from the neutral sensibility. This study is meaningful in that it presented data to help establish strategies for virtual influencer marketing by examining consumer reactions to virtual influencer and identifying factors of positive and negative emotions toward virtual influencer.

Design of Suicide Prevention Content using Virtual Reality (가상현실을 이용한 자살예방 콘텐츠 설계)

  • Lim, Jae-Sang;An, Ki-Hyun;Shin, Seongho;Kim, Meyoung seon;Yoon, Seon Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.41-42
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    • 2016
  • 본 논문에서는 급증하는 사회적 문제인 자살에 대해 가상현실 체험을 통해 예방할 수 있는 콘텐츠 설계를 제안한다. 엔터테인먼트 형태의 콘텐츠로 뇌파 측정을 하여 자살증후군을 가진 대상자를 선별하고 이에 따른 자살동기 유형별 적합한 자살예방콘텐츠를 설계하는 것이다. 콘텐츠 설계는 자살예방을 위한 검증된 프로그램을 적용하고 사용자의 자연스러운 몰입을 유도하도록 VR 기기를 활용한다. 콘텐츠 사용을 통하여 수집된 데이터 분석으로 오프라인 전문가의 심층적인 치료 및 교육이 가능하도록 연계한다. 본 논문에서 설계된 콘텐츠를 이용하여 자살에 대한 경각심을 주거나 예방을 할 수 있을 것으로 기대한다.

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