• Title/Summary/Keyword: 사회적 현실

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A Study on Development of Virtual Trainer Contents with Virtual Reality (가상현실을 적용한 가상의 트레이너 콘텐츠 개발에 관한 연구)

  • Jung, A Leum;Jeon, Jeong Yeon;Kim, Tae Hyung;Lee, Mi Rim;Jang, Hong Jun;Cha, Eun Jee;Bang, Yoon Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.553-554
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    • 2014
  • 경제수준의 향상과 삶의 질의 향상으로 인하여 일반인들의 건강 및 운동에 대한 관심이 증대되었다. 이런 사회적 기대에 부응하여 바쁜 현대인들을 위한 게임 기반 및 스마트폰 기반의 헬스케어 시스템이 등장하고 있다. 최근에는 가상현실을 통한 현실세계와 유산한 운동효과를 추구하는 형태로 발전하고 있다. 따라서 본 연구는 가상세계의 현실과 같은 몰입감에 주목하고, 아이큐브(I-cube)를 활용하여 가상현실을 구축한 다음 가상의 트레이너를 통해서 원하는 운동효과를 제공하는데 목적이 있다. 운동 및 자극 부위, 지도 효율성의 정보 등을 제공하여, 운동효과와 정보를 한눈에 봄과 동시에 운동에 대한 올바른 자세를 가상현실을 이용해 직접적으로 배울 수 있도록 하였다.

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봄철 산란계 사양관리- 제습과 보온에 특별히 신경을-

  • Kim, Eun-Jip
    • KOREAN POULTRY JOURNAL
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    • v.38 no.3 s.437
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    • pp.73-75
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    • 2006
  • 닭의 개체는 개량에 의해 경제능력은 해마다 향상되었지만, 주위환경은 발전되지 못하고 상대적으로 감소되어 왔다. 양계사업은 경제성을 감안하여 영양, 질병, 사양, 환경 등 전반적으로는 닭이 생활하는데 점점 더 열악한 환경이 되어가고 있다. 사회적 환경이 면역능력향상 보다는 면역억제 요인이 더 많이 존재한다. 또한 가금류 사육이 늘고, 특정 질병들이 사회문제화 되면서 그 피해 또한 닭 사육 농가에도 피해가 발생하는 상황이 되었다. 사회적으로는 안전한 축산물과 친환경적인 축산물을 요구하다보니 생산원가는 점점 높아지고 FTA와 같은 국제무역협상이 더욱더 우리 축산인들의 목을 죄어 오고있는 실정이다. 이런 상황에서 양계산물은 점점 설자리를 잃어가고 소비위축과 생산의욕 저하로 인하여 점점 더 어려움에 처해 있는게 우리 양계인의 현실이다. 이런 현실에서 생산원가 절감만이 우리 양계인이 살아남는 길이 아닌가 생각한다. 환절기에는 닭 스스로 자기면역 능력을 키우기에는 한계가 있으므로 사료에 영양제나 면역능력을 향상시키는 물질을 첨가하는 것 또한 한 예가 될 것이다. 해마다 겪는 일이지만 늘상하는 일이라고 치부하고는 실천하지 않아 손해를 보는 일이 종종 일어난다. 이것을 조금이나마 줄여보고자 한다.

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Effect of Field of View on Egocentric Distance Perception in Real and Virtual Environment (현실과 가상현실에서 시야각이 자기중심적 거리지각에 미치는 영향)

  • Jin, Seungjae;Kim, Shinwoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.17-28
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    • 2021
  • The purpose of the research was to examine the effect of field of view on egocentric distance perception in the real and virtual environment. The replica that mimicked the real environment condition was used to create the virtual environment condition. We manipulated field of view levels equally in both viewing conditions using glasses that limit the field of view in real-world conditions and limiting the field of view in virtual-world conditions in a manner equivalent to real-world conditions via HMD. Eighteen participants observed the target with a limited field of view in a real and virtual environment without head movement. Then, we measured perceived distance using the timed imagined walking method, which measures the time taken by each participant to mentally walk to the target. The target was shown three times at three different distances from the participants: 3, 4, and 5 m. For the analysis, we converted time estimates into distance estimates. Consequently, the estimated distance in the virtual environment condition was less than the estimated distance in the real environment condition. And as the field of view shrank, the estimated distance also decreased. The estimated distance did not vary with field of view levels in real-world conditions. In the virtual environment, the estimated distance decreased as the field of view decreased, whereas in the real environment, the estimated distance increased. The implications of the results and some future research directions are discussed below.

Effects of North Korea Defectors' Living Experiences in South Korea on Their Self-perceptions and Perceptions of South Korea (남한사회에서의 생활경험이 탈북자에게 미치는 영향: 남한과 자신에 대한 인식을 중심으로)

  • Taeyun Jung ;Young-man Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.61-81
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    • 2004
  • The purpose of this study was to investigate effects of North Korea defectors' living experiences in South Korea on their self-perceptions and perceptions of South Korea. For this purpose, a questionnaire was distributed to 66 defectors with no living experiences at all and 99 defectors with living experiences of an average of 2.7 years in South Korea. They were asked to rate their own as well as South Koreans' values, personality, attitudes toward sexual misbehavior, gender stereotypes. Also, they evaluated the society of South Korea and its political control. The results indicated that those defectors with living experiences tended to perceive more negatively their own and South Koreans as well, and yet that they were less negative for sexual misbehavior and weaker for gender stereotypes. Also, results suggested that living experiences led defectors to perceive South Korea in a more negative way. Those findings were discussed in terms of changes in culture.

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Exploring the Intention to Use of Virtual Reality-Based Cognitive Training System for the Elderly Residing in Community Based on Extended Technology Acceptance Model (확장된 기술수용모델을 활용한 지역사회노인의 가상현실 기반 인지훈련시스템 사용의도 탐색)

  • Choi, Moon-Jong;Choi, Jae-Sung;Choun, Seung-Ho;Ha, Yeongmi;Yang, Seung-Kyoung
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.347-356
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    • 2020
  • The purpose of this study was to identify the intention to use of virtual reality-based cognitive training system for the elderly residing in community based on extended technology acceptance model. The data were collected 100 elderly residing in community from January 2 to January 31, 2020. As a result, the influence the intent to use a virtual reality-based cognitive training system for the elderly is social influence, perceived usefulness, perceived enjoyment, age. The explaining 54.4% of the variance, it is considered that technology development these factors will be necessary for elderly in the community to promote the intent to use of virtual reality-based cognitive training systems. This study is meaningful in that it has identified the degree of intent to use and influencing factors of virtual reality devices for the elderly in the community. This study could be used as basic data for the development of technologies for virtual reality-based cognitive training systems in the future.

Web programming Education Based on Augmented Reality with Marker Extension (마커 확장을 통한 증강 현실 기반의 웹 프로그래밍 교육)

  • Kim, Dong-Moon;Lee, Dong-Hoon;Park, Kyo-Hyeon;Lee, Jee-Hyong
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.147-150
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    • 2007
  • 사회적으로 증강 현실 기술이 주목을 받고 있다. 증강 현실 기술을 이용하면 제작자가 의도한 환경에 사용자가 몰입하기 쉽기 때문이다. 따라서 여러 분야에서 활용되고 있으며, 특히 교육 분야에서의 관심이 두드러진다. 하지만 대부분의 연구는 과학 및 역사 등의 실습이 가능하고, 시각적인 효과가 두드러진 분야로의 적용을 시도하고 있다. 하지만 본 논문에서는 웹 프로그래밍에서의 문법의 접근을 시도하였다. 그리고 증강 현실에서 사용된 기존의 마커들은 각각 단일한 의미를 가지고 있었다. 이를 개선하여 본 논문에서는 마커를 투명하게 만들고 이를 겹치거나 차례로 나열하여 또다른 의미를 가질 수 있도록 고안하였다.

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Effect of Exposure to Body Image in Media and Bullet Screen on Weight Loss Intention - Focused on Bilibili, a Video Sharing Website of China (미디어 노출 신체이미지와 탄막 이용이 다이어트 의도에 미치는 영향 -중국 비리비리(Bilibili) 동영상 사이트를 중심으로)

  • Liang, Shuang;Cho, Hee Jung;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.268-283
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    • 2020
  • The purpose of this study was to examine the effect of exposure to body image in media and bullet screen on weight loss intention by specifically focusing on Bilibili, a video sharing website of China. For the study, a 3 (Social viewing: no bullet screen vs. complimentary bullet screen vs. critical bullet screen) x 2 (Body image in media: ideal vs. realistic) between-subjects factorial design was conducted. A total of 310 Chinese women in their 20s were recruited to participate in an experimental survey. The main results showed that viewing the ideal body image with the complimentary bullet screen and realistic body image with the critical bullet screen strengthened the participants' intention on weight loss. Finally, the interaction effect of social viewing and the types of bullet screen were examined. The higher weight-loss intention was revealed when social viewing was conducted with the complimentary bullet screen of the ideal image. The results of this study can enhance the understanding of the bullet screen as a type of social viewing and its effect on user behavior intention.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Design and Implementation of the Alternative Reality Game using NFC Tags (NFC 태그를 활용한 ARG 게임의 설계 및 구현)

  • Lee, Yeongha;Khang, Seungwoo;Baek, Seunghyuk;Ha, Minho;Lee, Sangjun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.141-148
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    • 2015
  • Most current games are composed of simple operations without a user's actual movements. because they are made up of only virtual space. For that reason, many side effects arise on a user's body and mind. The Alternative Reality Game(ARG) is new game genre that has an effect to mitigate side effects caused by activity on a virtual space. This new kind of game genre can be instrumental role in creating a greater social intimacy and a higher tendency to cooperate that potentially reaches beyond the game context. In this paper, we suggest a real implementation of ARG using mobile devices and NFC tags. In addition, a noble editor for creating an ARG and a game launcher based on mobile device are suggested.