• Title/Summary/Keyword: 유사체험

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Development of the astronomical education kits using 3D printer and its application

  • Lim, Jongjin;Kim, Yonggi;Kim, Hyoungbum;Ha, Taeyong
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.55.1-55.1
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    • 2021
  • 천문 분야는 다른 과학 분야와 달리 탐구대상인 천체들이 먼 거리에 있고, 실험실에서 동일 실험과 반복 실험이 불가능하며, 추상적이고 직접 관측하기 어려운 개념에 대한 연구들이 많다. 따라서 최근 인공지능, 증강현실 및 3D 프린팅 기술 등은 천문교과 교육과정과 연계하여 학생들의 지각 능력을 자극하고 실제 활동과 유사한 경험을 제공할 수 있도록 단계적인 학습경험을 도와 천문 분야 체험활동으로 연결시키고 있다. 이에 본 연구는 학생들이 망원경의 원리와 분해 및 조립에 대한 지식함양을 위해 3D 프린팅 기술과 AR을 활용하여 학생들의 천문관측 망원경에 대한 이해와 천문관련 체험활동에 대한 프로그램을 개발하여 적용하였다. 이 연구에서 개발한 프로그램은 3D 프린팅 기술을 활용하여 망원경의 세부 부품을 학생들이 직접 설계 및 제작하고, 자석을 이용하여 망원경을 조립, 분해 실습을 할 수 있도록 하였다. 또한, AR(증강현실)을 활용하여 빛을 모으는 망원경의 구조를 직접 실험을 통해 확인하고 빛의 반사와 굴절 원리를 학습하는 내용을 개발 프로그램에 포함하였다.

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A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.523-531
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    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

A Study on Culinary Arts Major Students's Type of Subjectivity Recognition through Restaurant Start-up Experience Program -Focused on Pop-up Restaurant- (외식창업교육 체험프로그램을 통한 조리전공 재학생의 주관적 인식유형 연구 -팝업레스토랑을 중심으로-)

  • Kim, Chan-Woo;Shin, Seoung-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.347-358
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    • 2019
  • This study used Q methodology for analogizing culinary arts major students' subjectivity through their participation of one of restaurant start-up experience program, called pop-up restaurant. The study tried to figure out particular structure of among students' responses and noticed five distinctive types. There were Increase learning effect type(Type 1, N=4), Collaboration of members importance type(Type2, N=8), Marketing PR need type(Type3, N=6), Restaurant business plan type(Type4, N=4), Industry work experience required type(Type5, N=3). The study also revealed that each type contained diverse characteristics figures in their own. The research finding could be used as fundamental source of future similar research but in other research methodology in the format of difference among students or diverse measuring point of time frame.

글로벌리포트 / 美 이동통신업계, 휴대폰 게임 서비스에 적극 나서

  • Korea Database Promotion Center
    • Digital Contents
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    • no.2 s.117
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    • pp.160-165
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    • 2003
  • 내용 휴대폰을 이용한 게임이 재미있는 이유는 자바 호환성, TFT 디스플레이 상의 컬러 그래픽, 오디오, 무선 다운로드, 무료체험 기회 및 1인 또는 멀티플레이어 옵션 등이 있기 때문으로 보인다. 특히 고속 무선 인터넷 서비스가 보급되면서 게임의 선택은 더욱 확대되고 있으며, 때로는 PC 및 콘솔게임과 유사한 타이틀을 가지는 경우가 흔하다. AT&T 와이리어스, 싱글러 와이리어스, 스프린트 PCS, T-모바일 USA, 버라이존 와이어리스 등의 미국 이동전화 사업자들은 최근 흥미진진한 무선게임 제공에 적극 나서고 있다.

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Effect of Prenatal Education Program of Labor and Delivery Experience (분만 체험 산전교육 프로그램 효과)

  • Seong, Chun-Hee;Park, Kyung-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5716-5725
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    • 2014
  • This study examined the effects of a prenatal education program of labor and delivery experience for primigravidas in mid-pregnancy. This investigation was designed as a one group pre-post quasi-experimental study, aiming to determine the effects of prenatal education on anxiety, confidence and knowledge in delivery by demonstrating knowledge and actual situations including understanding labor, breast-feeding, baby care and others, and experiencing the education program. Subjects were collected randomly from an on-line club in D city. The simulation education proceeded for 2 hours a week from April to June, 2014, and there were 6 sessions each in the first and second periods. We included 35 primigravidas who attended all 6 sessions. The data was analyzed using descriptive statistics, exploratory factor analysis and a paired t-test. According to the study results, the subjects showed a significant difference in knowledge in delivery (t=-9.07, p<001), confidence in delivery (t=-9.00, p<001) and anxiety (t=14.39, p<001) after participating in the prenatal education program. An evaluation of satisfaction revealed experience to be the most differentiating factor, and the simulation experience was identified as most effective. The desired appropriate number of class sessions was 4 times, and 88.6% of the pregnant women intended to attend the program at their next birth, indicating a high response rate.

Development of Room Escape Game based on Virtual Reality Technology (가상현실 기반 방 탈출 게임 개발)

  • Song, Eun-Jee;Lim, Do-Kyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.407-409
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    • 2018
  • 본 논문에서는 최근 오프라인에서 인기를 끌고 있는 방 탈출 게임을 가상현실로 구현하였다. 가상현실(Virtual Reality, VR)은 컴퓨터 등을 사용한 인공적인 기술로 만들어낸 실제와 유사하지만 실제가 아닌 어떤 특정한 환경이나 상황을 의미하며 만들어진 가상의(상상의) 환경이나 상황 등은 사용자의 오감을 자극하며 실제와 유사한 공간적, 시간적 체험을 하게 함으로써 현실과 상상의 경계를 자유롭게 드나들게 한다. 개발한 콘텐츠는 가상현실 이라는 공간을 초월한 개념을 통해 오프라인에서의 공간 확보 및 유지보수 비용을 절약할 수 있고 다양한 공간구현이 가능하다는 장점이 있다. 또한 네트워크 시스템적 부분인 서버를 통한 동시참여로 보다 다양하게 즐길 수 있다.

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Visual Tactility in Web-based Digital Contents (웹기반 디지털 콘텐츠에서의 시각적 촉각성 연구)

  • Kim, Hyo-Joong;Park, Soo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.121-131
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    • 2011
  • Visual tactility implies feelings of touch through sight. To be exact, the eyes are doing the touch rather than the body and the subject concerned will experience the sensation of touch by looking at an object similar to that of physical touch. This is quasi tactility to put it simply and it can be defined as to touch with the eyes. This can not only provide opportunities to experience something close to reality but also another completely different form of modern experience. Experiencing visual tactility through the use of the web permits lavish communication between the user and the designer. This paper has reorganize the concept of visual tactility, characteristic and way to use in digital contents. Visual tactility stimulates the users' emotion as such. If it was to be utilized to develop edutainment contents or web sites will foster children's capability to develope problem solving skills and raise efficiency in creative learning, and prolong the period of concentration in order to encourage revisits to the place and extend the time of stay.

Research and Development of Virtual School Life Experiencing Contents Using Virtual Reality Technology in the Untact Era (언택트 시대에 가상현실 기술을 이용한 가상 학교생활 체험 콘텐츠 연구 및 개발)

  • Sim, Jae-hyeok;Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
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    • v.25 no.1
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    • pp.108-114
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    • 2021
  • In recent years, human is experiencing an 'untact' era that has not been existed before. A remarkable features of an untact era is a limited or no interaction with other people and things in a daily life. In order to overcome this special situation, diverse state-of-the-art technologies like ICT technology are being used to give the effect of face-to-face and contact. In particular, Virtual Reality technology allows users to actively interact with virtual environments, objects, and other people, thereby providing effects that are as similar as possible to experience in real life. School freshmen are also experiencing various inconveniences because they are not experiencing the environment or academic management of newly admitted schools in the untact era. This research is a study and implementation of 'Virtual School Life Experience Content' which provides new students to tour campus, to utilize the school buildings facilities, to experience of academic schedules including course registration, and to participate in school events in an environment that is as close as possible to the real campus. Freshmen will be able to easily adapt to a new school through the implemented VR content.

Comparison of audience response between virtual exhibition and on-site exhibition contents in non-face-to-face situations (비대면 상황에서 가상 전시와 현장 전시 콘텐츠의 관객 반응 비교)

  • Jeong, Ye-Eun;Nam, Geurin;Kwon, Koojoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1838-1845
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    • 2022
  • Due to COVID-19, the face-to-face on-site exhibitions were not held. With this opportunity, technologies such as virtual reality/augmented reality are increasing attention, and these technologies are being used in many fields. In this study, we made a virtual exhibition content which was produced using virtual reality technology. Our virtual exhibition was held in parallel with the on-site exhibition that included the same contents. Also this exhibition provided an opportunity to realistic experience using the head mounted display. In order to provide a high sense of presence, we created an open virtual space and used realistic 3D objects and textures. Although it is a virtual exhibition, the audience can experience a sense of realism like an on-site exhibition. After the exhibition was over, a survey was conducted on the audience who participated in both the on-site exhibition and virtual exhibition to analyze their responses. As a result of the survey, the similarity and immersion of the virtual exhibition were highly evaluated.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.