• Title/Summary/Keyword: 가상의

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The Long Term Memory Effects of Virtual Reality Edutainment with HMD (가상현실교육게임의 장기기억효과)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.69-76
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    • 2018
  • HMD makes big issues about virtual reality in these days. Experience of virtual reality may cause different effects with experience of real world, so this is the reason why comparison studies are needed. There are many works about usefulness of virtual reality education but most of studies were considered as special training. This study was started for the long term memory effect of virtual reality education game. Difference study of memory between real world education game and virtual reality education game shows virtual reality system has smaller diminution of memory than real world. And environment existence was defined as a main effect of long term memory through the test.

Executing System of Virtual Machine Code using Decompiling Method (역컴파일링 기법을 이용한 가상기계 코드 실행 시스템)

  • Ahn, Duk-Ki;Yi, Chang-Hwan;Oh, Se-Man
    • The KIPS Transactions:PartA
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    • v.14A no.2
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    • pp.91-98
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    • 2007
  • Generally, virtual machine platform is composed of a compiler, an assembler, and VM(Virtual Machine). To develop it, the design of VMC(Virtual Machine Code) is an essential task. And it is very important to verify the virtual machine platform. To do this and furthermore to execute VMC, it needs to implement VMC execution system using compiling method, interpreting method, or decompiling method. In this paper, we suggested and implemented the executing system of VMC using decompiling method out of three methods to execute the VMC. In our implementation, the VMC is SIL(Standard Intermediate Language) that is an intermediate code of EVM(Embedded Virtual Machine). Actually, we verified the usefulness of the decompiling method. And the decompiling method suggested in this paper can be used to minimize the mistake in developing Virtual machine platform.

A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

Evaluation of e-learning in the anatomical education : The correlation between utilization frequency, satisfaction and academic achievement (해부학 가상강의에 따른 가상강의실 활용도, 만족도, 학업성취도 간의 상관관계)

  • Kim, Kwang-Hwan;Kim, Jee-Hee;Park, Jeong-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.901-903
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    • 2010
  • 본 연구에서는 2007-2009년에 간호학과 및 스포츠과학부 해부학 강의에 있어 가상강의를 실시하였고 이에 따른 학생들의 가상강의 컨텐츠의 만족도와 가상강의실 활용빈도에 따른 학업성취도와의 상관관계를 분석하였다. 2007-2009학년도 1학기 해부학 강의를 가상강의 방식으로 수강한 2개 학과 231명을 대상으로 강의 종료 후 가상강의실 게시판 및 컨텐츠 활용 빈도, 개별 설문조사, 학기말 성적을 확보하여 상호간의 상관관계를 분석하였다. 각 학과별 일반 특성을 보기 위하여 연속 변수의 경우 평균과 표준오차를, 범주형 변수의 경우 그 분포 퍼센트를 이용하여 제시하였다. 학과별로 모든 학생들의 총점을 3분위수로 구분하여 낮음, 중간, 높음으로 분류하였으며, 조사된 모든 변수들의 일반 선형성을 GLM 모델을 이용하여 검증하였다. 사후 검증은 최소자승법을 이용하여 실시하였으며, 이를 이용하여 각각의 세부 집단별 점수 차이에 대한 유의성을 평가하였다. 관련 항목들 간 상관성 분석을 위하여 스피어만 상관계수를 이용하여 p 값 0.05를 기준으로 유의성 검증을 실시하였다. 모든 통계분석은 SAS 9.12 버전을 이용하여 분석하였다. 설문 대상자들은 학과와 해부학 성적에 상관없이 가상강의 전반에 대해 높은 만족도를 가졌다. 해부학 성적이 좋을수록 가상강의실 접속횟수가 유의하게 높았다. 아울러 해부학 성적이 좋을수록 난이도가 낮고 흥미도는 높게 나타났다. 또한 평가 요인들 간의 상관관계를 분석한 결과, 가상강의의 만족도는 흥미도와 전공과의 연계성과 밀접한 관련이 있었다. 가상강의 게시판을 통한 과제물 관리, 질의응답에 대한 적절성에 대해서는 성적에 따라 일부 유의한 차이가 나타났으나 높은 만족도를 나타내었다. 결론적으로 건강 및 의료 전공자들을 위한 해부학 강의에 있어 가상강의의 도입과 적용은 성공적이었으며, 이는 해부학 전공 교수진이 매우 부족한 현실에서 해부학 강의의 질적 저하를 막고 효율적인 교육을 위한 대안이 될 것으로 판단된다. 단, 해부학 가상강의 컨텐츠의 개선, 자료 보강 및 가상강의의 접근성 확보는 시급히 개선해야할 과제로 남아 있다.

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The Role of Cognitive Absorption as a Mediating Variable in Virtual Community (가상공동체에서 매개 변수로서의 몰입의 역할)

  • Kim, Jin-Hwa;Byun, Hyun-Soo
    • Information Systems Review
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    • v.6 no.2
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    • pp.47-63
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    • 2004
  • As Internet usages proliferate, the interests on cyber space and virtual community increase. The purpose of this study is to find the role of cognitive absorption as an intermediate variable. It is a variable that links factors that affect on members' usage of virtual community and cognitive absorption. The result of this study shows that challenges, skills, perceived reality, and needs affect the usage of virtual community through cognitive absorption, while only interactivity affects the usage of virtual community directly. This shows that cognitive absorption plays an important role in the usage of virtual community. The major contribution in this study is that cognitive absorption influences on the usage of virtual community greatly. If there is a way to increase the intensity of cognitive absorption, it will strongly help increase the performance of virtual community.

Towards the Virtuous Circle in Virtual Community through Knowledge Seeking and Sharing (가상공동체의 지식선순환을 위한 지식탐색과 공유에 관한 연구)

  • Kim, Jae Kyung
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.19-38
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    • 2014
  • This study focused on the role of active knowledge seeking (knowledge browsing and knowledge searching) in the context of virtual community of interest. Knowledge seeking is rarely studied as an antecedent in knowledge management (KM) research. Active knowledge seeking is considered as antecedents of sense of virtual community which mediates to knowledge sharing intention and virtual community promotion. Research hypotheses are tested by applying structure equation modeling with survey data from virtual community members in South Korea. Active knowledge seeking behavior was found to be the strong predictor of sense of virtual community, which, in turn, positively affects knowledge sharing intention and virtual community promotion. Implication to practitioners is to understand and accommodate the members' knowledge seeking efforts, who are potential contributors and promoters of the virtual community. Knowledge seeking, knowledge sharing and promoting virtual community are more of human activities than technology and this study extends the understanding of such human activities. By providing a mechanism of how knowledge seeking and sharing could work harmoniously, a virtuous circle with win-win situation could be achieved in virtual communities.

Comparison of audience response between virtual exhibition and on-site exhibition contents in non-face-to-face situations (비대면 상황에서 가상 전시와 현장 전시 콘텐츠의 관객 반응 비교)

  • Jeong, Ye-Eun;Nam, Geurin;Kwon, Koojoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1838-1845
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    • 2022
  • Due to COVID-19, the face-to-face on-site exhibitions were not held. With this opportunity, technologies such as virtual reality/augmented reality are increasing attention, and these technologies are being used in many fields. In this study, we made a virtual exhibition content which was produced using virtual reality technology. Our virtual exhibition was held in parallel with the on-site exhibition that included the same contents. Also this exhibition provided an opportunity to realistic experience using the head mounted display. In order to provide a high sense of presence, we created an open virtual space and used realistic 3D objects and textures. Although it is a virtual exhibition, the audience can experience a sense of realism like an on-site exhibition. After the exhibition was over, a survey was conducted on the audience who participated in both the on-site exhibition and virtual exhibition to analyze their responses. As a result of the survey, the similarity and immersion of the virtual exhibition were highly evaluated.

Study on virtual asset investment factors (가상자산 투자요인에 대한 연구)

  • Kim Sang-Mok;Yang Chang-Gyu;Lee Sin-Bok
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.9-17
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    • 2023
  • Research on virtual assets has been mainly interested in policy preparation or legislation for the introduction of virtual assets, or virtual asset operation technology, but this study presents investment factors that most asset investors consider important when making investment decisions. By doing so, we came up with research results that are practically helpful to virtual asset investors. According to the research results, (1) virtual asset investors consider business models such as marketability and competitive advantage of virtual assets as the most important factors, and (2) are highly interested in factors that can be objectively judged when investing in virtual assets. The results of this study suggest that a virtual asset trading market environment that can provide objective investment information and discover various judgment factors that enable virtual asset investors to objectively judge virtual assets should be prepared, and that virtual asset businesses using core technologies will continue to grow. This suggests that a variety of policy support is needed to enable this.

A Study of Subjectivity about Virtual Fashion

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.189-202
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    • 2024
  • The purpose of this study was to apply the Q methodology to type subjective perceptions of virtual clothing and to examine the characteristics of each type. Perceptions of virtual clothing were analyzed into four types. The first type was the "virtual clothing trusting fit grasping type," who preferred to use virtual clothing and believed that virtual clothing would help them grasp the fit. The second type was the shopping mall adoption-positive design understanding type, which believes that virtual clothing is useful for design understanding and that all shopping malls should have a virtual clothing system. The third type was the environmental pollution reduction virtual clothing purchase type, where the virtual clothing reduces environmental pollution and the user wants to purchase virtual clothing that cannot actually be worn. The fourth type was the actual clothing-like fun-seeking type, in which the virtual clothing resembles actual clothing and the shopper believes that the virtual clothing will make shopping more enjoyable. Depending on the type, the avatar was required to adjust the dimensions of the avatar, enhance the design expression of the garment, equip the avatar with decorative items, and produce virtual clothing for sale.

A Study on the Improvement Plan of a Virtual Training Content Supply Institution (가상훈련 콘텐츠 보급기관 개선방안에 관한 연구)

  • Yang, Mi-seok
    • Journal of Practical Engineering Education
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    • v.13 no.3
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    • pp.453-460
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    • 2021
  • The purpose of this study is to understand the educational types and educational status of institutions that operate virtual training contents distributed by K University's Online Lifelong Education Center and to examine the role and improvement measures of institutions that supply virtual training contents. To this end, a survey was conducted on 56 institutions that operate virtual training contents distributed by K University's Online Lifelong Education Center in 2020, and a survey of 44 institutions that responded finally was analyzed. The analysis results are as follows. First, virtual training education media responded that a total of 52 courses were applied to the content process using PC, the theory+virtual training type is the most, and one to two weeks of practice period were the most. In addition, when looking at the current status of education, the subjects of virtual training were mainly students, and the institution itself recruited, and the largest number of respondents was 1-20, the number of courses opened was 1-3, and the number of teachers and instructors in charge was 1-3. Second, they responded that it is necessary to develop various virtual training contents as a virtual training content supply institution, present ways to apply and utilize virtual training curriculum, and improve the quality of virtual training content. Third, as an improvement plan for virtual training content distribution institutions, it demanded strengthening the linkage of virtual training content, training using virtual training content by teachers and instructors, suggesting various virtual training content linkage, and strengthening virtual training content quality management. Therefore, this study is meaningful in that it identified the overall operation status and status of virtual training content management institutions and examined ways to establish and improve the role of public virtual training supply institutions.