• Title/Summary/Keyword: 가상현실 기술

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Convergence Study of Nursing Simulation Training for Patient with Schizophrenia: A Systematic Review (조현병 환자 간호 시뮬레이션 교육에 관한 융합연구 : 체계적 문헌고찰)

  • Kim, Sun-Kyung;Eom, Mi-Ran;Kim, Oe-Nam
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.45-52
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    • 2019
  • A systematic review was conducted to identify components and convergent effects of simulation program using schizophrenia scenario in nursing education. Using 4 different databases, 226 articles were identified and 11 studies met the inclusion criteria. There were 5 qualitative studies, 5 quantitative studies and 1 study used mixed method design. The simulation incorporated various methods including standardized patients, role playing, simulator and virtual reality that majority studies(63.6%) used standardized patients. For the evaluation, studies examined diverse variables including knowledge, learning self competency, learning satisfaction and self directed learning. Considering complexity and difficulty of nursing for schizophrenia, future studies with well designed simulation program are required to prove its effectiveness.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

A study on the impact of service quality of stage performance on willingness to continuously watch based on virtual reality technology

  • Sun, Qiao
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.177-185
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    • 2022
  • In this paper, we attempt to explore consumers' willingness to continuously watch stage performances on virtual reality technology platforms and the mediating role of the psychological contract in it through the integration of service quality theory, thus constructing a continuous viewing model and conducting an empirical analysis through SPSS and AMOS. Through the analysis, we came to the following conclusions: 1. Interaction quality, physical environment quality, and outcome quality have a positive impact on psychological contract; 2. The psychological contract has a positive impact on the willingness to continuously watch; 3. Interaction quality, physical environment quality, and outcome quality positively influence the willingness to continuously watch through psychological contract. Therefore, this model can be used by companies to grasp consumers' perceptions of their own service quality and to formulate specific strategies, and it provides new directions and insights for stage performance companies.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

A Study on the Current Status of Metaverse Utilization in University Libraries and Librarian Perceptions (대학도서관의 메타버스 활용 현황 및 사서 인식조사 연구)

  • Jae-Ryeong, Oh;Sung-Sook, Lee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.4
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    • pp.159-180
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    • 2022
  • Recently, services using metaverse in various fields are increasing, the technology is behind the metaverse is rapidly developing. Consequently, it is necessary to provide metaverse services in university libraries. Therefore, this study examined the status of using metaverse in domestic university libraries and the librarians response to it. To this end, the cases of foreign libraries and domestic university libraries were analyzed. Furthermore, an interview was conducted with nine librarians of the university library, who has running metaverse service, to collect data on the current status of the university library metaverse and perceptions of it to identify difficulties and requirements of running the service. Based on the results, it is proposing to get the differentiation of metaverse service, acquire professionals, activate education, expand the browsing feature, and select proper platforms as a way to vitalize the metaverse of domestic university libraries. It is expected that this study will help to running or planning the metaverse service of the university library.

Case Study on the Development of STEAM Instruction Material for Mathematics Subject-Based Advanced Technology and ICT Teaching Tools (초등수학 교과 기반 첨단 기술 및 ICT 교구 활용형 융합교육 자료 개발에 대한 사례 연구)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.333-352
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    • 2022
  • This study is aimed at developing the STEAM instruction materials for mathematics subject-based advanced technology and ICT teaching tools. In order to develop the STEAM materials, a PDI model in which the implementation and evaluation steps were simplified to Improvement was used. The developed STEAM materials were revised and supplemented by a group of experts. The subject of the STEAM class material developed in this study is 『Graph! The bridge that connects the past, present and future』 , 『You are the same but different!』 , 『Creating a virtual reality three-dimensional space together』 , 『And making interesting figures』 and 『Cover the roof of the turtle ship!』 . As a suggestion based on the results of this development study, various STEAM education materials should be developed and shared so that STEAM education can be performed in the elementary education field. And for the spread and settlement of STEAM education, the cultivation and expansion of STEAM education capabilities of on-site elementary school teachers or pre-service teachers will be an absolute prerequisite. And this suggests the need for a continuous and long-term approach to follow-up research on STEAM education.

Development of an Artificial Intelligence-based Marine Ecological Transformation Education Program to Improve the Ecological Sensitivity of Elementary School Students (초등학생의 생태적 감수성 향상을 위한 인공지능 기반 해양 생태전환교육 프로그램 개발)

  • Kim, Min-Sun;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.43 no.1
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    • pp.148-157
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    • 2024
  • The purpose of this study was to develop an artificial intelligence-based marine ecological education program to improve the ecological sensitivity of elementary school students. The program was taught 11 times within 4 weeks, and an ecological sensitivity test was conducted before and after the program. The statistical results of the tests showed that the developed program improved the ecological sensitivity of elementary school students. Through in-depth interviews, improvements were found in all the areas, such as empathy for the living things, interest in nature, enjoyment of nature, and wonder about nature. Through the marine ecological classes, which used artificial intelligence and virtual reality, the students were able to get closer to nature, and the student participation activities showed a positive effect on their ecological sensitivity. This indicates that experience-oriented education methods are more effective than simple explanatory classes to improve the students' ecological sensitivity, and artificial intelligence technology proved effective in increasing the students' immersion in the class.

5G Mobile Communications: 4th Industrial Aorta (5G 이동통신: 4차 산업 대동맥)

  • Kim, Jeong Su;Lee, Moon Ho
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.337-351
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    • 2018
  • This paper discusses 5G IOT, Augmented Reality, Cloud Computing, Big Data, Future Autonomous Driving Vehicle technology, and presents 5G utilization of Pyeongchang Winter Olympic Games and Jeju Smart City model. The reason is that 5G is the main artery of the 4th industry.5G is the fourth industrial aorta because 5G is the core infrastructure of the fourth industrial revolution. In order for the AI, autonomous vehicle, VR / AR, and Internet (IoT) era to take off, data must be transmitted several times faster and more securely than before. For example, if you send a stop signal to LTE, which is a communication technology, to a remote autonomous vehicle, it takes a hundredth of a second. It seems to be fairly fast, but if you run at 100km / h, you can not guarantee safety because the car moves 30cm until it stops. 5G is more than 20 gigabits per second (Gbps), about 40 times faster than current LTE. Theoretically, the vehicle can be set up within 1 cm. 5G not only connects 1 million Internet (IoT) devices within a radius of 1 kilometer, but also has a speed delay of less than 0.001 sec. Steve Mollenkov, chief executive officer of Qualcomm, the world's largest maker of smartphones, said, "5G is a key element and innovative technology that will connect the future." With 5G commercialization, there will be an economic effect of 12 trillion dollars in 2035 and 22 million new jobs We can expect to see the effect of creation.

Physiological and Psychological Responses to Landscape Experiences in a Natural Forest and a VR Forest (자연숲과 VR숲의 경관 체험에 따른 생리 및 심리적 반응)

  • Kim, Il-Doo;Shin, Won-Soep
    • Korean Journal of Environment and Ecology
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    • v.36 no.5
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    • pp.525-534
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    • 2022
  • In this study, we investigated the psychological and physiological effects of experiences in real natural forests and virtual forests using artificially controllable VR. The experiment tested 60 adult college students in a natural forest and a graduate seminar room where external light was blocked. It evaluated the effects of the natural and the VR forest environments by comparing the psychological and physiological recovery of the subjects. Psychometric testing using the PANAS psychological index showed increased positive emotions and decreased negative emotions after experiencing forest scenery in the natural and VR forest environments. And a stress index, based on measuring cortisol in saliva, decreased significantly in the subjects in both environments. The experiment results can be used to support the creation of a psychological and physiological recovery environment with VR for those who cannot go to the natural forest due to certain restrictions such as physical distance, mobility difficulties, etc. It is expected that the results will be the basis for further research into the visual effects of forest healing and also for widening the use of VR, a technology of the fourth industry, in the field of forestry.