Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.
Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.
In this paper, the artificial intelligence (AI) technology used in the medical image analysis field was analyzed through a literature review. Literature searches were conducted on PubMed, ResearchGate, Google and Cochrane Review using the key word. Through literature search, 114 abstracts were searched, and 98 abstracts were reviewed, excluding 16 duplicates. In the reviewed literature, AI is applied in classification, localization, disease detection, disease segmentation, and fit degree of registration images. In machine learning (ML), prior feature extraction and inputting the extracted feature values into the neural network have disappeared. Instead, it appears that the neural network is changing to a deep learning (DL) method with multiple hidden layers. The reason is thought to be that feature extraction is processed in the DL process due to the increase in the amount of memory of the computer, the improvement of the calculation speed, and the construction of big data. In order to apply the analysis of medical images using AI to medical care, the role of physicians is important. Physicians must be able to interpret and analyze the predictions of AI algorithms. Additional medical education and professional development for existing physicians is needed to understand AI. Also, it seems that a revised curriculum for learners in medical school is needed.
In this study, elementary students' science communication competence was investigated based on the grammatical features expressed in their language-use in classroom discourse and science writings. The classes were designed to integrate the evidence-based reasoning framework and traditional learning cycle and were conducted on fifth graders in an elementary school. Eight elementary students' discourse data and writings were analyzed using lexico-grammatical resource analysis, which examined the discourse text's content and logical relations. The results revealed that the student language used in analyzing data, interpreting evidence, or constructing explanations did not precisely conform to the grammatical features in science language use. However, they provided examples of grammatical metaphors by nominalizing observed events in the classroom discourses and those of causal relations in their writings. Thus, elementary students can use science language grammatically from science language-use experiences through listening to a teacher's instructional discourses or recognizing the grammatical structures of science texts in workbooks. The opportunities in which elementary students experience the language-use model in science learning need to be offered to understand the appropriate language use in the epistemic context of evidence-based reasoning and learn literacy skills in science.
This study seeks to clarify the mechanisms of anthropomorphism and positive user experience. This study adopts the "computers are social actors" (CASA) paradigm to verify the causal relationship between social response and anthropomorphism and correctly explicate this paradigm. The intimacy-forming and anthropomorphizing effects of deep self-disclosure in interpersonal relationships were replicated in relationships between humans and conversational agents to induce both social response and anthropomorphism. Then, the mediating effect of intimacy on the anthropomorphizing effect of deep self-disclosure was explored with psychological models that revealed the causal relationships between social connections, including intimacy and anthropomorphism. Furthermore, we explored how intimacy and anthropomorphism trigger positive user experiences. The results demonstrated that the deeper the self-disclosure depth was, the more intimate and humanly the agent was perceived and the more positive the user experience was. In addition, the effect of self-disclosure depth on anthropomorphism and positive user experience was completely mediated by intimacy. This means that when using a computer with interpersonal characteristics, people anthropomorphize it and have a positive experience because people react socially to objects with social cues. This study bridges the gap between the CASA paradigm and anthropomorphism research, suggesting the possibility of psychological explanations for the principle of human-computer interactions. In addition, it explicates the mechanism of anthropomorphism and positive user experience, emphasizing the importance of social response-that is, intimacy.
The purpose of this study was to test the effectiveness of a group coaching program to promote metacognitive learning ability in an academic context for adult learners enrolled at a distance university. The topics and objectives of the group coaching program focused on understanding and applying the elements of 'metacognitive knowledge', and each session was conducted online by integrating 'planing-monitoring-regulating', an element of 'metacognitive regulation', into the REGROW model of coaching. To verify the effectiveness of the program, research participants were recruited from adult university students enrolled in A Cyber University and assigned to the experimental and control groups. The experimental group was given the program, while the control group was given the program after the completion of the study. Metacognitive learning ability level and academic self-efficacy were tested before and after the program for both groups, and a satisfaction survey was conducted for the experimental group. Analyses of the data revealed that the experimental group showed higher scores on both the overall and sub-scales of perceived metacognitive learning ability and academic self-efficacy compared to the control group. Participants in the experimental group also reported high satisfaction with the program, increased knowledge of metacognition, awareness and application of metacognitive strategies, and found the group coaching approach beneficial. Based on these findings, implications, and suggestions for future research are presented.
Private archives are an important indicator of understanding a society that contains various memories, the lives and experiences of members, daily lives, morality, and values. Recently, as diversity has emerged as an important value in Korean society, a number of individuals and communities have been appeared based on different bases and purposes, and the contents, types, and categories of private archives produced from their voluntary activities have also diversified. These private organizations and communities are potential targets for producing and holding private archives, but most of them do not have the minimum infrastructure or system for management of archives, and the foundation for management of archives is weak only to be supported with the voluntary will and activities of the private sector. Therefore, there is a need for a plan to support activities to manage archives suitable for each organization's level while respecting the unique characteristics and methods of the private sector within the national management system of archives. In addition, since it is difficult to solve all issues related to management of archives in the private sector with only a small number of process topics, a cooperative system should be established to sustain activities to manage archives on its own through networks between private sectors. In this study, we intend to propose a 'private archives information network platform (hereinafter referred to as a platform)' as a way to establish a communication and network foundation between private sectors and share resources with each other. Based on the results of analysis of cases of building network between private sectors and expected user requirements, we would like to establish a vision and target model of the platform and discuss ways to continuously operate the platform.
In field, one can observe without difficulties that two flocks are intersected or combined with each other. For example, a fish flock in a stream separates into two part by obstacles (e.g. stone) and rejoins behind the obstacles. The dynamics of two flocks guided by their leader were studied in the situation where the flocks cross each other with a crossing angle, ${\theta}$, between their moving directions. Each leader is unaffected by its flock members whereas each member is influenced by its leader and other members. To understand the dynamics, I investigated the order parameter, ${\phi}$, defined by the absolute value of the average unit velocity of the flocks' members. When the two flocks were encountered, the first peak in ${\phi}$ was appeared due to the breaking of the flocks' momentum balance. When the flocks began to separate, the second peak in ${\phi}$ was observed. Subsequently, erratic peaks were emerged by some individuals that were delayed to rejoin their flock. The amplitude of the two peaks, $d_1$ (first) and $d_2$ (second), were measured. Interestingly, they exhibited a synchronized behavior for different ${\theta}$. This simulation model can be a useful tool to explore animal behavior and to develop multi-agent robot systems.
Journal of Korea Entertainment Industry Association
/
v.13
no.1
/
pp.81-88
/
2019
This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.
This paper examines middle powers' ODA policy in the post cold war era and discusses its implication for Korean aid strategy. Middle powers' ODA has been more successful than that of super powers in promoting donors' positive images and in stimulating recipient countries' development. Middle powers tend to pursue multilateral solutions to international problems often by taking a mediator role, and their ODA policies set them apart from the great players in international politics. Middle powers' ODA is primarily aimed at reducing poverty and protecting human rights in least developed countries where humanitarian aid needs the most rather than promoting donors' interests. Also, middle powers have provided bilateral untied aid in the sectors of food aid and emergency relief and steadily devoted about 0.7% of their gross national income to ODA. Meanwhile, Korea as an emerging middle power and a new donor has been implementing its own aid strategy under the name of the Korean development model since the post cold war period. The Korean ODA was not successful in building donors' positive images by simply following the short term strategies of US and Japan. Yet, its ODA policy has been quite effective in sustaining local development by creating specific niches in which the country can specialize in. In specific, Korea has focused on developing the sectors of information and communication technology and industry energy in recipients' countries by maximizing its comparative advantage.
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