• Title/Summary/Keyword: 온라인 공간

Search Result 612, Processing Time 0.025 seconds

A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
    • /
    • v.21 no.6
    • /
    • pp.63-74
    • /
    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

A Case Study of PBL for Game Production using Metaverse Platform in non-face-to-face Learning Environment (비대면 학습 환경에서 메타버스 플랫폼을 활용한 게임제작프로젝트 PBL(Poject-Based Learning) 교수법 사례연구)

  • Kang, Myung-Ju;Park, Chan-Il;Kim, Do-Kyung;Son, Byung-Hyuk
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.01a
    • /
    • pp.67-68
    • /
    • 2022
  • 본 논문에서는 온라인 비대면 교육환경에서 메타버스 플랫폼을 활용한 게임제작프로젝트의 PBL(Project-Based Learning) 교수법 운영방법을 예시를 통해 제시한다. 본 연구에서는 C 대학교 게임전공의 2, 3학년 학생들이 수강한 게임제작프로젝트 관련 수업에 게더타운 메타버스 픝랫폼을 활용한 비대면 PBL 교수법을 적용하였다. 이 수업을 위해 게더타운 플랫폼에 실제 실습실 및 작업공간과 유사한 환경을 2D 디지털 가상세계를 구축하였고, 이 플랫폼에서 오리엔테이션, 팀빌딩, 프로젝트 진행 및 피드백 등 PBL 교수법을 적용하였다. 게더타운 플랫폼을 활용한 PBL 교수법 적용 결과 최종 산출물의 퀄러티는 기존 대면으로 진행했을 때와 크게 다르지 않았음을 확인하였다.

  • PDF

An Implementation of Metaverse Virtual Fitting Technology using a Posture extraction based on Deep Learning. (딥러닝 기반 자세 추출을 통한 메타버스 가상 피팅 기술 구현)

  • Lee, Bum-Ro;Lee, Sang-Won;Shin, Soo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.01a
    • /
    • pp.73-76
    • /
    • 2022
  • 본 논문에서는 메타버스 공간에서 패션 아이템 판매에 있어서 필수적이라 할 수 있는 온라인 가상 피팅 기술을 동작 인식 전용 디바이스가 아닌 일반 스마트폰 카메라를 활용하여 구현하는 기술을 제안한다. 가상 피팅 기술을 구현하기 위해서는 딥러닝 기법을 활용하여 입력 영상을 분석하고, 분석 결과를 토대로 인체의 전체 자세를 추정하며, 인체 사이즈의 근사값을 추출하는 과정들이 수행되어야 하는데, 현재의 스마트폰 컴퓨팅 환경은 이를 수행하기에 충분한 연산 성능을 가지지 못한다는 문제점을 가진다. 본 논문에서는 높은 비용이 요구되는 고부하 연산을 클라우드 서버를 통해 수행하는 서버 기반 프레임워크를 도입하여, 낮은 성능의 스마트폰으로도 고성능 연산이 가능한 서비스 구조를 확보하고 이를 통해 휴대성 높은 증강현실 기반의 가상 피팅 기술을 구현한다. 본 논문의 성과를 통해 메타버스 상거래의 활성화와 메타버스 본연의 의미에 충실한 가상 월드 구축에 기여할 것이라 기대한다.

  • PDF

Application of 'Metaverse' teaching method, problems and usage plan ('메타버스' 교수법 적용, 문제점 및 활용방안)

  • Cho, Woo-Hong;Jang, Young-Eun;Byon, Kil-Hee;Choi, Dea-Hun;Kim, Mee-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.361-363
    • /
    • 2022
  • 본 연구의 목적은 메타버스 교수법 적용을 통해 문제점을 파악하고 활용방안을 모색하고자 하였다. 본 연구의 교수법을 효율적으로 달성하기 위해 각각 전공이 다른 교수자가 참여하여 학습법을 공유하였다. 대부분 메타버스 활용으로 흥미로운 학습법이 이루어진 반면에 다양한 문제점도 나타났다. 활용방안으로 게임, 토론, 대화 등을 통해 사전에 충분히 숙달될 수 있도록 하고, 정규수업이 아닌 비정규 교과목에서 우선 적용, 아바타 꾸미기 활용으로 보다 즐겁게 수업 참여 유도, 가상현실속에서 예의범절 지키기 등 학습 환경 이해, 학생들의 가상공간을 통해 자신들의 언어로 수업을 이끌어 흥미 유발, 젭 스페이스에서 나만의 강의실 만들기, 친구와 대화 및 상호작용 시행, 이론 교과목 수업 메타버스 플랫폼을 활용, 모의토론 및 발표 자유롭게 유도, 자신만의 케릭터 꾸미기, 진로코칭 및 상담 적용, 수업 종료후 학생만의 추가 활동 유도 등 활용방안이 제시되었다.

  • PDF

A review of researches of the impact of computer game and children's and adolescent's development (컴퓨터 게임과 아동, 청소년 발달과의 관련성 연구 개관)

  • Keumjoo Kwak
    • Korean Journal of Culture and Social Issue
    • /
    • v.10 no.spc
    • /
    • pp.147-175
    • /
    • 2004
  • In recent years, electronic games, home computers, and the internet have assumed an important place in our lives. This paper presents a review of the researches on the relation of computer game and children's and adolescent's development. Researches on the impact of computer game on perceptual and cognitive development including attention, spatial perception, numerical ability, problem solving are reviewed. The relation of computer game use and emotional, social and personality development and aggressive development, especially General Aggressive Model(GAM) are also explained. On the basis of this reviews, the future directions of research are discussed.

  • PDF

A Study on the Customer Satisfaction and Re-Purchase Intention on Characteristics of Social Shopping (소셜쇼핑의 특징이 고객만족 및 재구매의도에 미치는 영향)

  • Gu, Seung-Hwan;Wang, Ping;Jang, Seong Yong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.4
    • /
    • pp.2048-2061
    • /
    • 2014
  • This paper redefines the concept of social shopping as the part of social commerce and identifies the significant factors to the customer satisfaction and repurchase intention for the social shopping using the factor analysis based on the selected elements from the previous research results. Structural equation modeling(SEM) result shows that 3 significant factors to the customer satisfaction are price, convenience of web site use and fun. But Security, reliability, diversity did not affect significantly satisfactorily. From the resulting factors to the customer satisfaction, users of social shopping seems to be satisfied with site entertainment like looking around and comparison shopping. The main purpose of visiting social shopping sites is considered as not only purchase of goods or services but also entertainment in the community and cyberspace. The results of this study, it provides an indication of the aspects of marketing that can be used in social shopping practice.

A Study on an Efficient Web Interface Design for Improving Education Effects on Cyber Spaces (사이버 교육효과 향상을 위한 효과적인 웹 인터페이스 디자인 방안 연구)

  • Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
    • /
    • v.8 no.3
    • /
    • pp.289-300
    • /
    • 2007
  • Recently, the number of People who want to study by online has been gradually increased. In addition, people's desire is increasing that represents their special knowledge and personality with new paradigm of UCC(User Created Contents). Most of the educational web-sites offer currently boring and unified educational contents without interesting objects. Therefore I want to solve these problems of existing online educational web-sites and I strongly propose the method of design to make the place educational and useful that everyone can enjoy and manifest the user's dispositions. On this study, it's possible to make pleasant environment and improve educational effects on cyber space by designing it in accordance with the individual tastes which have various design elements, beauties and facilities by the customized design method. As a result, this study proposes the model of online educational web-site having various interfaces and focusing on the customized design.

  • PDF

A Study on the methods for improving writing ability through e-learning (영어쓰기능력 향상을 위한 이러닝 활용 방안 연구)

  • Ryu, Da-Young
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.51-60
    • /
    • 2014
  • Modern society is rapidly changing by the Internet, and it is getting influential on the field of education. Learners can learn what they want to learn actively and freely at their desired level at anywhere in their free time by using the internet. The purpose of this study, therefore, is to find out the methods for improving writing ability through e-learning. The results of the study are as follows: First, learners can attend a lecture to improve their writing ability and can get learning materials from on-line course sites, internet websites, communities and blogs. Second, e-learning is learner-centered education, so it stimulates learners learning motivation and interest. Third, learners have an opportunity to express their ideas freely, and they can gain cultural comprehension while they communicate with people in the world by e-mail and chatting.

Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
    • /
    • v.16 no.5
    • /
    • pp.57-68
    • /
    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.

Robust AAM-based Face Tracking with Occlusion Using SIFT Features (SIFT 특징을 이용하여 중첩상황에 강인한 AAM 기반 얼굴 추적)

  • Eom, Sung-Eun;Jang, Jun-Su
    • The KIPS Transactions:PartB
    • /
    • v.17B no.5
    • /
    • pp.355-362
    • /
    • 2010
  • Face tracking is to estimate the motion of a non-rigid face together with a rigid head in 3D, and plays important roles in higher levels such as face/facial expression/emotion recognition. In this paper, we propose an AAM-based face tracking algorithm. AAM has been widely used to segment and track deformable objects, but there are still many difficulties. Particularly, it often tends to diverge or converge into local minima when a target object is self-occluded, partially or completely occluded. To address this problem, we utilize the scale invariant feature transform (SIFT). SIFT is an effective method for self and partial occlusion because it is able to find correspondence between feature points under partial loss. And it enables an AAM to continue to track without re-initialization in complete occlusions thanks to the good performance of global matching. We also register and use the SIFT features extracted from multi-view face images during tracking to effectively track a face across large pose changes. Our proposed algorithm is validated by comparing other algorithms under the above 3 kinds of occlusions.