Projection-based augmented reality (AR) system refers to the system that accurately project high quality virtual information at the user-specified area by using the projector. Most of projection-based AR systems use the display device to support high quality and wide screen for increasing the user-immersion. Furthermore, they are implemented on the desktop environment due to the computational complexity. However, these projection-based AR systems are not suited as a mobile system and thus it may be inconvenient in the user point of view. Fortunately, Miniaturization of projectors and improved capacity of the mobile processor allowed the mobile AR system to be convenient. The limitation of established mobile AR system is that it uses small display screen which does not support high-resolutions and thus it may reduce the user-immersion into the system. In this paper, we propose portable projection-based display system, which overcomes the limitations of both projection-based and mobile-based AR systems. We have conducted the user evaluation to verify the effectiveness and the utmost capacity of the system.
Yoo, Ji Hyun;Shin, Jeong Seop;Kim, Su Mi;Jin, Hyun Ju
Journal of the Korea Academia-Industrial cooperation Society
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제20권12호
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pp.372-379
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2019
The purpose of this study was to examine the service awareness perceived by 25 groups using animal-assisted intervention(AAI). Data collected were analyzed for variables on the effectiveness of AAI by using SPSS Win 25.0 statistical program. The study findings showed that AAI service is very effective for psychological meaning in both expecting purpose before and substantive effect after using AAI. They were satisfied with AAI generally, particularly in terms of participant engagement and differentiated services. Also, they perceived that the cost of AAI service is generally appropriate in consideration of activities with animals and satisfaction of participants but a bit expensive compared to other programs. Also, it was found that the value and the possibility of public expansion of AAI are very high and that the immersion and professionalism of the participants affect the effectiveness of AAI. The results of this study indicate that it is necessary to develop programs and verify effectiveness as a psychotherapy technique and are expected to be useful as basic data for establishing and developing a quality service of AAI.
Kim, Jung-Hoon;Ko, Seong-Jin;Kang, Se-Sik;Kim, Chang-Soo
Journal of radiological science and technology
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제33권1호
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pp.11-17
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2010
This study was conducted in order to analyze job stress factors of radiotechnologists in order to inprove the work efficiency and to organize system management plans. For data collection, total 261 radiotechnologists, who work in Busan, took part in structured questionnaire survey. The collected data were analyzed by using SPSS/PC+ Win 13 version. For verification of the differences among groups, one-way ANOVA was executed. For analyzing efficiency of system, which is affected by job stress, multiple regression analysis was taken. First, work stress classified by age group was found as the biggest stress factor among radiotechnologists in their 30s. Among radiotechnologists in their 20s, 40s and 50s, the biggest stress factor was communication problems. In terms of, job stress classified by division, no statistical difference was observed among groups. Second, as the result of system efficiency analysis, high values were found in organizational immersion and job satisfaction among radiotechnologists in their 20s and oncology division has the highest values in concentrating the system and job satisfaction. For this result, statistically significant differences were observed among groups. Third, in terms of the sub-factors of work stress, communication problem was found as the variable that exerted statistically significant impact to organizational effectiveness. However, no statistically significant differences were observed inadministrative and personal problems. Job stress decreases as communication within the organizations or communication with other divisions becomes more successful. In other words, system efficiency can be enhanced by decreasing conflicts within organization through successful communication.
The purpose of this study is to investigate the impact of education applying the Havruta learning method in fundamentals nursing classes for nursing students on problem-solving ability, self-directed learning ability, critical thinking disposition, and learning commitment. One-group pretest-posttest design was used. Nursing students received training applying the Havruta learning method for 6 weeks (12 hours) in fundamentals nursing classes. The study was conducted from September 18 to November 6, 2023. Data were analyzed using SPSS/WIN 28.0 with mean, standard deviation, and paired samples t-test. problem-solving ability (t=4.52, p<.001), self-directed learning ability(t=-4.61, p<.001), critical thinking disposition(t=-4.10, p<.001) significantly increased before and after the 6-week Havruta learning method training for nursing students. However, there was no statistically significant difference in learning commitment (t=-0.28, p=.782). The Havruta learning method is an effective nursing education tool for improving problem-solving ability, self-directed learning ability, and critical thinking disposition. The results of this study can serve as basic data for nursing professors when planning teaching and learning strategies using Havruta. Research will be needed to utilize the Havruta learning method in various classes and evaluate its effectiveness.
Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
Journal of the Korea Computer Graphics Society
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제30권3호
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pp.61-69
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2024
Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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제8권3호
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pp.125-146
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2013
Nowadays, the performance of the mobile game sales is influencing the ranking of game companies listed on KOSDAQ. In the meantime, venture capital companies had focused on online game. Recently, however, they have great interest in mobile games and mobile game companies. In addition, angel investors and accelerators are increasing investment for the mobile game companies. The most important issues for mobile game investor is how to evaluate the mobile game companies and their contents. Therefore, this study derived the evaluation factors for the mobile game company. And research method converged of the opinions of both supply side and demand side of the game industry. Ten professionals who are responsible for the supply of the game industry and CEO group & development experts of game development company were selected for survey in this study. Also ten professionals who are responsible for the demand of the game industry and the investment company were selected for survey in this study. And Delphi technique was performed according to the survey. Management skills, development capabilities, game play, feasibility, operational capabilities has emerged as five evaluation factors to evaluate the mobile game company. And the 20 sub-factors including CEO's reliability were derived. AHP(Analytic Hierarchy Process) theory is applied to analyze the importance of the qualitative elements which were derived by Delphi technique. As a result, the analysis hierarchy of evaluation factors for the mobile game company was created. Pair-wise comparison for each element was performed to analyze the importance. As a result, 'Core fun of the game' (12,2%), 'Involvement of the game' (10.3%), 'Security Reliability' (8.9%), 'Core developers' ability' (7.6%) appeared in order of importance. The significance of this study is offering more objective methodology for realistic assessment and importance of elements to evaluate mobile game company.
Lee, Youngho;Kim, Sun Kyung;Choi, Jongmyung;Park, Gun Woo;Go, Younghye
Journal of Internet of Things and Convergence
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제8권6호
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pp.115-122
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2022
Recently, the importance of CPR training for the layperson has been emphasized to improve the survival rate of out-of-hospital cardiac arrest patients. An accurate and realistic training strategy is required for the CPR training effect for laypersons. In this study, we develop an extended reality (XR) based CPR training system and evaluate its usability. The XR based CPR training system consisted of three applications. First, a 3D heart anatomy image registered to the manikin is transmitted to the smart glasses to guide the chest compression point. The second application provides visual and auditory information about the CPR process through smart glasses. At the same time, the smartwatch sends a vibration notification to guide the compression rate. The 'Add-on-kit' is a device that detects the depth and speed of chest compression via sensors installed on the manikin and sends immediate feedback to the smartphone. One hundred laypersons who participated in this study agreed that the XR based CPR training system has realism and effectiveness. XR based registration technology will contribute to improving the efficiency of CPR training by enhancing realism, immersion, and self-directed learning.
Proceedings of the Korean DIstribution Association Conference
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한국유통학회 2006년도 하계통합학술대회 발표논문집
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pp.47-68
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2006
This study aims to determine the association structure of the behavioral relationship variables, such as trust, commitment, cooperation, communication and coercive power, in the relationship between the buyers and suppliers of industrial parts. It also investigates the impact of the use of IT technologies on the relationships quality. Data was collected from 216 part suppliers of machinery, electronics and automobiles located in Incheon. Data supported all of the proposed hypotheses. First, it was confirmed that parts suppliers' trust in buyers leads to the commitment into relationships with buyers. Second, cooperation and communication showed a positive influence on parts suppliers' trust in buyers, and coercive power gave a negative influence on trust. Third, the use of IT technologies like Internet and E-Mail between parts suppliers and buyers was verified to have generally a positive influence on the quality of relationships. At the same time, cooperation and communication were confirmed to have a positive influence on each other, and cooperation and coercive power as well as communication and coercive power were confirmed to have negative influence on each other. This study is a pioneering attempt to examine the relationships between suppliers and buyers of industrial parts, and the influence IT technologies on the relationship quality. Also, the findings will be practically much helpful to find how to reinforce the relationships between parts suppliers and buyers.
This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.
Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
Journal of Korean Home Economics Education Association
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제34권1호
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pp.35-57
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2022
This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.
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