• Title/Summary/Keyword: 가상 상호작용

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Effects of the Field Complexity and Type of Target Object on the Performance of the Baggage Screening Task for Improving Aviation Safety (항공 안전 증진을 위한 장 복잡성과 위험물품의 종류가 수화물 검사 수행에 미치는 효과)

  • Moon, Kwangsu
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.484-492
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    • 2018
  • This study examined the effects of field complexity and type of target objects on the performance in baggage screening task. A total of 62 participants(male: 45.2%, female: 54.8%) participated and their mean age was 22.88. The simulated baggage screening task was developed for this study and after the orientation and task exercises, main experiment session was conducted. Participants performed a total of 200 tasks and 40(20%) contained target object. The complexity was set at three levels: high, middle, and low levels and the number of background items contained 20, 14. and 8 respectively. The type of target was set as gun, knife, liquid, and righter. The dependent variables were hit ratio and reaction time. The results showed that the hit ratio decreased and reaction time increased significantly as field complexity increased, and they varied depending on the type of target. The hit ratio of the knife was the highest and liquid lowest and reaction time of the knife was the fastest and liquid slowest. In addition, the interaction effect was also significant. Knife was not affected by complexity, however, small item such as lighter was most affected by complexity.

A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

What Did Elementary School Pre-service Teachers Focus on and What Challenges Did They Face in Designing and Producing a Guided Science Inquiry Program Based on Augmented Reality? (증강현실 기반의 안내된 과학탐구 프로그램 개발에서 초등 예비교사들은 무엇에 중점을 두고, 어떤 어려움을 겪는가?)

  • Chang, Jina;Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.725-739
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    • 2022
  • This study aims to analyze what elementary school pre-service teachers focused on and what challenges they faced in designing and producing a guided science inquiry program based on augmented reality (AR) and to provide some implications for teachers' professionalism and teacher education. To this end, focusing on the cases of pre-service teachers who designed and created AR-based guided inquiry programs, the researchers extracted and categorized the pre-service teachers' focus and challenges from the program design and production stages. As a result, in the program design stage, the pre-service teachers tried to construct scenarios that could promote students' active inquiry process. At the same time, drawing on the unique affordances of AR, the pre-service teachers focused on creating vivid visual data in a 3D environment and making meaningful connections between virtual and real-world activities. The pre-service teachers faced challenges in making use of the advantages of AR technology and designing an inquiry program due to a lack of background knowledge about CoSpaces, a content creation program. In the program production stage, the pre-service teachers tried to make their program easy to handle to improve students' concentration on inquiry activities. In addition, challenges of programming using CoSpaces were reported. Based on these results, educational implications were discussed in terms of the pedagogical uses of AR and teachers' professionalism in adopting AR in science inquiry.

Metaverse Augmented Reality Research Trends Using Topic Modeling Methodology (토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석)

  • An, Jaeyoung;Shim, Soyun;Yun, Haejung
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.123-142
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    • 2022
  • The non-face-to-face environment accelerated by COVID-19 has speeded up the dissemination of digital virtual ecosystems and metaverse. In order for the metaverse to be sustainable, digital twins that are compatible with the real world are key, and critical technology for that is AR (Augmented Reality). In this study, we examined research trends about AR, and will propose the directions for future AR research. We conducted LDA based topic modeling on 11,049 abstracts of published domestic and foreign AR related papers from 2009 to Mar 2022, and then looked into AR that was comprehensive research trends, comparison of domestic and foreign research trends, and research trends before and after the popularity of metaverse concepts. As a result, the topics of AR related research were deduced from 11 topics such as device, network communication, surgery, digital twin, education, serious game, camera/vision, color application, therapy, location accuracy, and interface design. After popularity of metaverse, 6 topics were deduced such as camera/vision, training, digital twin, surgical/surgical, interaction performance, and network communication. We will expect, through this study, to encourage active research on metaverse AR with convergent characteristics in multidisciplinary fields and contribute to giving useful implications to practitioners.

A Study on Validation of Omnidirectional VR Treadmill by Comparison of Spatial Orientation Skills (공간지향 능력 비교를 통한 전방향 VR 트레드밀의 유효성 검증 연구)

  • Park, Hyunchul;Oh, Taeho;Kim, Inhi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.5
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    • pp.15-27
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    • 2022
  • An omnidirectional VR treadmill is a highly-immersive walking simulator that allows identical body movements, such as walking, running, and sitting. However, the operation difficulty of an omnidirectional VR treadmill may cause data reliability problems. Therefore, this study aims to verify the effectiveness of a VR treadmill by comparing the ability to orient in the real and virtual worlds spatially. For this purpose, a rotating and searching path experiment was conducted with participants. This experiment showed that there was no statistically significant difference in the ability of the participants to orient in the real and virtual worlds spatially. In addition, the omnidirectional VR treadmill requires an adaptation time for the users due to the difficulty in the treadmill operation. However, there was no significant difference in the difficulty felt by the participants according to the adaptation time. Hence, these findings supported the possibility of collecting realistic walking data without safety concerns through an omnidirectional VR treadmill. Furthermore, this treadmill could be used in future research to solve problems directly related to pedestrian safety, such as the interaction between vehicles and pedestrians.

Design and Implementation of Real-time Digital Twin in Heterogeneous Robots using OPC UA (OPC UA를 활용한 이기종 로봇의 실시간 디지털 트윈 설계 및 구현)

  • Jeehyeong Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.189-196
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    • 2023
  • As the manufacturing paradigm shifts, various collaborative robots are creating new markets. Demand for collaborative robots is increasing in all industries for the purpose of easy operation, productivity improvement, and replacement of manpower who do simple tasks compared to existing industrial robots. However, accidents frequently occur during work caused by collaborative robots in industrial sites, threatening the safety of workers. In order to construct an industrial site through robots in a human-centered environment, the safety of workers must be guaranteed, and there is a need to develop a collaborative robot guard system that provides reliable communication without the possibility of dispatch. It is necessary to double prevent accidents that occur within the working radius of cobots and reduce the risk of safety accidents through sensors and computer vision. We build a system based on OPC UA, an international protocol for communication with various industrial equipment, and propose a collaborative robot guard system through image analysis using ultrasonic sensors and CNN (Convolution Neural Network). The proposed system evaluates the possibility of robot control in an unsafe situation for a worker.

Exploring framing effect and repetition effect of the persuasive message on moral decision making in conflict of interest (이익충돌 상황에서 설득 메시지의 프레이밍 및 반복에 따른 도덕적 의사결정 탐색)

  • Saeyeon Seong;Kyong-mee Chung
    • Korean Journal of Culture and Social Issue
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    • v.24 no.4
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    • pp.541-562
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    • 2018
  • Conflict of interest (COI) is one of the dominant circumstantial factors of moral corruption across various fields. Several management strategies have been proposed to prevent self-interested decision making in COIs. Among these strategies, message persuasion has been considered as a practical and effective approach. Prior studies have found that framing and repetition are two of the major factors in the persuasion effect of message. However, their effect on moral decision making in COI has not been well explored. The purpose of this study was to compare the differential effects of positively framed message and negatively framed message, and secondly, to investigate how the effectiveness of persuasive message changes through repetitive exposures. A total of 63 participants were randomly assigned to one of 3 framing conditions: positive framing, negative framing, and no-message condition. Prior to the on-line experiment involving a consultation task, differently framed persuasive message were presented to the participants. This process was repeated four times in a row. The results showed that participants with positive-framing message were less likely to provide self-interested consultation than participants in the no-message condition. Also, a U-shaped quadric relation between repetition and self-interest consultation was found. Implications and limitations are further discussed.

Game Theory Application in Wetland Conservation Across Various Hypothetical City Sizes (다양한 이론적 도시규모에서의 습지 보전을 위한 게임 이론 적용)

  • Ran-Young Im;Ji Yoon Kim;Yuno Do
    • Journal of Wetlands Research
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    • v.26 no.1
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    • pp.10-20
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    • 2024
  • The conservation and restoration of wetlands are essential tasks for the sustainable development of human society and the environment, providing vital benefits such as biodiversity maintenance, natural disaster mitigation, and climate change alleviation. This study aims to analyze the strategic interactions and interests among various stakeholders using game theory and to provide significant grounds for policy decisions related to wetland restoration and development. In this study, hypothetical scenarios were set up for three types of cities: large, medium, and small. Stakeholders such as governments, development companies, environmental groups, and local residents were identified. Strategic options for each stakeholder were developed, and a payoff matrix was established through discussions among wetland ecology experts. Subsequently, non-cooperative game theory was applied to analyze Nash equilibria and Pareto efficiency. In large cities, strategies of 'Wetland Conservation' and 'Eco-Friendly Development' were found beneficial for all stakeholders. In medium cities, various strategies were identified, while in small cities, 'Eco-Friendly Development' emerged as the optimal solution for all parties involved. The Pareto efficiency analysis revealed how the optimal solutions for wetland management could vary across different city types. The study highlighted the importance of wetland conservation, eco-friendly development, and wetland restoration projects for each city type. Accordingly, policymakers should establish regulations and incentives that harmonize environmental protection and urban development and consider programs that promote community participation. Understanding the roles and strategies of stakeholders and the advantages and disadvantages of each strategy is crucial for making more effective policy decisions.

Optimal deployment of sonobuoy for unmanned aerial vehicles using reinforcement learning considering the target movement (표적의 이동을 고려한 강화학습 기반 무인항공기의 소노부이 최적 배치)

  • Geunyoung Bae;Juhwan Kang;Jungpyo Hong
    • The Journal of the Acoustical Society of Korea
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    • v.43 no.2
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    • pp.214-224
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    • 2024
  • Sonobuoys are disposable devices that utilize sound waves for information gathering, detecting engine noises, and capturing various acoustic characteristics. They play a crucial role in accurately detecting underwater targets, making them effective detection systems in anti-submarine warfare. Existing sonobuoy deployment methods in multistatic systems often rely on fixed patterns or heuristic-based rules, lacking efficiency in terms of the number of sonobuoys deployed and operational time due to the unpredictable mobility of the underwater targets. Thus, this paper proposes an optimal sonobuoy placement strategy for Unmanned Aerial Vehicles (UAVs) to overcome the limitations of conventional sonobuoy deployment methods. The proposed approach utilizes reinforcement learning in a simulation-based experimental environment that considers the movements of the underwater targets. The Unity ML-Agents framework is employed, and the Proximal Policy Optimization (PPO) algorithm is utilized for UAV learning in a virtual operational environment with real-time interactions. The reward function is designed to consider the number of sonobuoys deployed and the cost associated with sound sources and receivers, enabling effective learning. The proposed reinforcement learning-based deployment strategy compared to the conventional sonobuoy deployment methods in the same experimental environment demonstrates superior performance in terms of detection success rate, deployed sonobuoy count, and operational time.