• Title/Summary/Keyword: 가상실재감

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A Proposal of Korean Education Program for Multi-cultural Families through Metaverse (메타버스를 활용한 다문화가정 대상 한국어 교육 프로그램 제안)

  • Park, Shinjung;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.581-583
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    • 2022
  • 우리나라 교육통계에 따르면 외국인 가정 및 국제결혼 가정의 자녀 수는 138,227명에 달하며(교육부, 2020), 결혼이민자는 169,005명에 이른다(법무부, 2022). 이들 중 대다수는 의사소통의 어려움을 호소하며, 의사소통 문제는 학교 및 사회생활 부적응으로 이어진다. 이에 대하여, 지방자치단체와 다문화 유관기관 등에서 다양한 한국어교육 프로그램을 진행하고 있지만, 대부분이 단편적인 학습지 교육이나 문화 체험 수업에 그치거나 코로나19 등으로 인하여 수업이 중단되는 등 효과적이고 체계적인 교육이 제공되지 못하고 있는 실정이다. 본 연구에서는 한국에서 적응하고 생활해야 하는 다문화 가정 구성원들을 대상으로 한국어교육을 체계적으로 실시하기 위해 가상현실(VR)을 활용한 교육 프로그램을 제안한다. 이는 시공간의 제약을 받지 않아 일반 교재나 PC 활용 수업에 비해 접근성이 좋고 실재감과 몰입감을 높여 학습자의 흥미와 참여도를 향상시킬 수 있다. 특히 다자간 동시 참여가 가능한 메타버스 공간에서는 학습자 간 활발한 상호작용 및 소통이 가능하여 언어 능력과 더불어 사회 적응력을 기르는 데에 기여할 수 있다.

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A study on the design of a virtual environment for the joint experience of online concert viewers -Focused on viewers' immersion and platform's loyalty- (온라인 콘서트 시청자의 공동 체험을 위한 가상 환경 디자인 연구 -시청자의 몰입감과 향후 사용 의향을 중심으로-)

  • XU, GE;Park, Sujin;Lee, Sangwon
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.43-54
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    • 2022
  • COVID-19 provided visitors with new online concerts that gradually increased in many ways. The disadvantage of current online concerts is that cannot make full use of the interaction with others. We hope to provide online concert audiences with the same experience as offline. This study was conducted under the condition that the audience watched online concerts and movies individually or group. Experimental results confirm that watching online concerts collectively will increase the sense of immersion. It can be used as a design guide for the virtual public viewing environment in the future.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

The Impact of Presence Experience on Resolution of Virtual Reality Device (가상현실 디바이스의 해상도가 수용자 프레즌스 경험에 미치는 영향)

  • So, Yo-Hwan
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.393-401
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    • 2019
  • In this study, based on the general reasoning that the higher the resolution of the HMD, the greater the presence and immersion of the audience and the greater the presence experience, the difference in the presence experience according to the resolution of the virtual reality device is verified empirically Presence effect. To do this, 300 college students were included in the population, and VR simulations of the Oculus store were conducted using HMD and mobile devices with different resolutions (HD, FHD, WQHD) as stimuli. As a result, there was a significant difference in the presence experience of the audience according to the resolution of the mobile device attached to the virtual reality HMD, and the presence effect had a significant influence on the awakening. On the other hand, no significant influence was found in the effect of emotion. Therefore, we can prove a general reasoning hypothesis that the higher the resolution of the virtual reality device, the greater the presence experience of the audience. However, since the confounding effect and the impression are contradictory in the presence effect side, additional experiments research is required.

Effect of Inconsistency Between Visually Perceived Walking Speed and Physically Perceived Walking Speed on VR Sickness in VR-Treadmill Walking (가상현실-트레드밀 보행에서 시각적 속도감과 보행 속도감의 불일치가 가상현실 멀미에 미치는 영향)

  • Choi, InBeom;Park, Jong-Jin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.79-90
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    • 2020
  • The inconsistency in different sensory information causes virtual reality (VR) sickness. This research verifies whether the consistent sensory information reduces VR sickness within treadmill-based virtual reality. Furthermore, we examined the inconsistency between the visually perceived walking speed by optical flow in VR and the physically perceived walking speed in treadmill walking on VR sickness. In Experiment 1, participants reported VR sickness levels while experiencing an increase in the virtual reality. We compared the VR sickness level reported on the standing still condition with that on the treadmill-walking condition. Based on our results, less VR sickness and more sense of presence and immersion were reported on the treadmill-walking condition than on the standing still condition. In Experiment 2 and Experiment 3, the effect of inconsistency between perceived visual speed and perceived walking speed on VR sickness was examined. Interestingly, participants reported less sickness when the perceived visual speed was faster than the perceived walking speed, compared to when the sense of speed was consistent. These results imply that allowing participants to walk on a treadmill while experiencing virtual reality reduces VR sickness. Hence, the perceived visual-walking speed consistency is not necessarily required to reduce VR sickness.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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The Effect of Affordance of Metaverse Environment on Consumer Participation and Intention to stay (메타버스 환경의 어포던스가 소비자 참여와 체류의도에 미치는 영향)

  • Sang-Lee Cho
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.13-19
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    • 2023
  • This study classified sensory affordances, functional affordances, and perceptual affordances, and verified their effects on consumers' participation and intention to stay in the metaverse. As a result of the study, sensory affordance, functional affordance, and perceptual affordance all had a positive effect on consumer participation, and sensory affordance had the greatest effect. In addition, consumer participation was found to increase the intention to stay. Service companies that provide metaverse platforms will have to pay more attention to realizing virtual space through various senses and physical elements when building a metaverse in order to encourage customers to actively participate in the service process. Since services based on the 4th industry, the participation of consumers needs to be more actively reviewed. From the perspective of affordance, it is expected that the realistic implementation of the metaverse environment and the interaction with various contents or avatars in the space will increase consumer participation.

Factors Affecting Users to Adopt Voice Shopping: Empirical evidence from the UTAUT model (인공지능 기반 음성쇼핑(Voice Shopping)의 수용의도에 영향을 미치는 요인 연구: 확장된 통합기술수용모델을 중심으로)

  • Ahn, Suho;Jo, Woong;Chung, Doohee
    • Journal of Technology Innovation
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    • v.27 no.4
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    • pp.111-144
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    • 2019
  • As virtual assistants rapidly diffused into the market, the voice shopping market is expected to expand. The purpose of this study is to identify the factors that determine the consumers' intention to adopt voice shopping by using the unified theory of acceptance and use of technology(UTAUT). In this study, we set variables that influence the intention to adoption of voice shopping with performance expectation and effort expectations as the variables of UTAUT and playfulness expectations as an extended variable. In addition, we also include four voice secretary attributes such as response accuracy, compatibility, social presence, and safety in our research model to investigate the source of motivation of voice shopping adoption. The result of this analysis shows that variables such as performance expectation, effort expectation, and amusement expectation have a positive effect on the intention to adoption of voice shopping. With respect to the four voice shopping attributes, compatibility had a positive effect on performance expectancy, effort expectancy, and playfulness expectancy. Social presence has a positive effect on playfulness expectancy. Safety has a positive effect on effort expectancy and playfulness expectancy. On the other hand, response accuracy is not significant for performance expectancy, effort expectancy, and playfulness expectancy. This study reveals the determinants of intention to adopt the new purchasing method called voice shopping, and suggests the important factors for the innovation of commerce business.

Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of (3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로)

  • Park, Kyung Mi;Yang, Jong Hoon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.259-280
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    • 2014
  • Animation is showing the highest record in entertainment around the world and writing the history of 3D animation again. The image contents effect thanks to the proper introduction of the state-of-art digital technology, which is one of the causes of the outstanding entertainment and the factual reproduction of the images, provided an opportunity to transmit the meaning of image aesthetics, which is a virtual reality and image reproduction through the reality realization of photo medium, and to reinterpret the boundary of virtual reality. Especially, the development of digital contents technology due to scientific technologies demolishes the boundary of virtual reality and reality and creates the effect of making viewers be absorbed by realizing the virtual reality by means of 3D reality images which highlight the special characteristic of photos. The aspect of the contents technology and image aesthetics which can be interpreted in a view point beyond the existing concept of reality is found in the aura theory of Benjamin and in the Simulacres of Baudrillard. The 3D image by photo-reality herein presents various suggestions in the aspect of real existence of spatial expression, the meaning creation process of reality, the existence value of virtual images.

Real Time Haptic Effect Display for Haptic Fighting Game (체감격투게임을 위한 실시간 체감효과 디스플레이)

  • 배희정;손욱호;장병태
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.478-481
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    • 2002
  • 가상환경을 이용한 다양한 응용분야에서는 체감에 의한 실재감을 처리하는 것이 요구되고 있다. 체감의 효과를 표현하기 위한 일반적인 형태는, PhanTom에서 사용 가능한 햅틱 라이브러리를 사용하지만, 고비공과 처리 속도 문제 때문에 그 사용의 한계를 가진다. 본 논문에서는 햅틱 렌더링의 근본적인 문제인 실시간 렌더링 문제를 극복하기 위한 비선형 보간에 의한 근사 방법을 제안한다. 제안하는 방법은 하이브리드 접근 방식으로, 캐릭터에 작용하는 동역학적 움직임을 햅틱 효과 생성을 위하여 기하학적으로 재구성함으로써 체감효과 생성에 필요한 시간을 최소화 할 수 있다. 본 논문의 결과로는 캐릭터의 빈번한 제어에서 발생되는 체감 효과를 빠르게 생성할 수 있음을 보이며, 안정적이면서 그럴 듯한 효과를 생성할 수 있음을 보인다.

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