• Title/Summary/Keyword: 현장감

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Design of Immersive virtual contents using 360 degree camera and Virtual Reality (360도 카메라와 가상현실을 활용한 실감형 가상 여행 콘텐츠 설계)

  • Kim, Min-Jeong;Yun, Jang-Sung;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.126-128
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    • 2016
  • 최근 VR은 다양한 장르에 콘텐츠를 융합함으로써 사용자에게 공간의 제약 없이 현장감 제공이 가능해짐에 따라 관심을 받기 시작했다. 또한 실감 콘텐츠 기술 확보가 가능해짐에 따라 다양한 사용자 체험형 콘텐츠 개발도 가능해지고 있다. 하지만 국내에서 VR산업은 게임분야를 제외하고 활용정도가 낮다. 이에 본 논문에서는 실감형 가상 여행 콘텐츠를 제작하여 HMD에 디스플레이하는 방법을 제안 및 구현한다. 360도 영상과 VR로 표출했기 때문에 개인방송 여행 콘텐츠에서 사용자에게 현지에서 직접 경험하는 듯한 몰입감과 현장감을 제공하고, 사용자 인터페이스를 접목하여 양방향 통신이 가능하도록 설계하여 콘텐츠를 체험하는데 편리성을 극대화하였다.

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현장감 살아있는 행정관료의 저작 활발

  • Lee, Hyeon-Ju
    • The Korean Publising Journal, Monthly
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    • s.205
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    • pp.22-22
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    • 1997
  • 현직 공무원들이 전문적인 경험을 농축한 저작을 활발하게 쏟아내고 있다. 이들 책은 현장성과 구체성에서 뛰어난 장점을 지닌다.

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The Influence of Clinical Learning Environment, Clinical Practice Powerlessness, Field Practice Adaptation, and Nursing Professionalism on Caring Efficacy in Convergence Era (융합 시대의 임상실습 교육환경, 임상실습관련 무력감, 현장실습적응, 간호전문직관이 돌봄효능감에 미치는 영향)

  • Je, Nam-Joo;Kim, Jeong-Sook
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.469-479
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    • 2020
  • This study was attemted to grasp the factors affecting the caring efficacy of senior nursing students. Data were collected from 173 nursing students at J university in G-do. Analysis was done using t-test, ANOVA, Pearson correlation coefficient, and Multiple regression with IBM SPSS WIN/25.0. Caring efficacy was positively correlated with clinical learning environment (r=.42, p<.001), field practice adaptation (r=.53, p<.001), nursing professionalism (r=.42, p<.001), and negatively correlated to clinical practice powerlessness (r=-.46, p<.001). The most influential factor on the subjects' caring efficacy was field practice adaptation (β=.330, p<.001), followed by nursing professionalism (β=.188, p=.005), clinical learning environment (β=.176, p=.015), introvert (β=-.146, p=.018), and extrovert (β=.134, p=.035). The explanatory power was 41.8%. Therefore, systematic nursing programs that can enhance caring efficacy are needed. Also, the following data can be utilized as basic data to help develop caring efficacy programs.

Trend of Multimedia based Realistic Contents Delivery System (다중미디어 실감 전송시스템 기술동향)

  • Huh, J.D.;Yun, J.K.;Oh, H.W.
    • Electronics and Telecommunications Trends
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    • v.28 no.6
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    • pp.180-191
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    • 2013
  • 사용자에게 현장감, 사실감 및 몰입감을 극대화하기 위해 이미 저작된 실감미디어를 기존 인터넷 기반방송서비스 플랫폼을 활용하여 쉽게 체험형 서비스를 제공할 수 있는 다중미디어를 위한 실감 전송시스템에 대해 기술하고자 한다. 관련 기술로는 실감미디어 전송 미들웨어 기반 미디어게이트웨이 플랫폼. MPEG-V 국제 표준 규격을 준수하는 실감효과 재현 시스템 및 4D 극장, 체험관, 실감게임, 교육, 홈엔터테인먼트, 홈시어터, 스마트홈 등 다양한 분야에 활용 가능하다.

Theoretical Substruction: Fatigue in Cardiac Arrhythmia Patients (Theoretical substruction : 심부정맥 환자의 피로감)

  • Kang Youn-Hee
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.8 no.3
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    • pp.430-437
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    • 2001
  • 모든 질병에서 피로감은 환자가 경험하는 매우 흔한 증상으로서 임상간호현장에서 쉽게 간과 되어져왔다. 최근까지 건강관련 학문분야에서 피로감에 관한 수많은 연구가 진행되어져 왔지만. 임상간호현장에 도움이 될 만한 연구결과, 즉 임상 간호사의 간호사정과 간호중재에 지침이 되는 연구는 부족한 현실이다. 구체적인 연구 계획에 앞서, 연구의 이론적인 배경과 근거, 이론에서 추출된 개념, 변수와 연구 도구들간의 전체적인 일관성이 매우 중요하다. 추상적인 이론으로부터 개념과 변수를 거쳐 연구에 직접 사용될 구체적인 연구도구를 일관성 있게 선택하는 일련의 과정을 'Theoretical Substruction'이라 한다. 심부정맥환자가 지각하는 피로감에 관한 연구에 앞서, 본 글을 통해 심부정맥과 피로감의 이론적인 연관성과 이 연구를 위한 개념과 변수, 구체적인 연구도구를 선택하는 과정, Theoretical Substruction에 대해 토의될 것이며, 이에 따른 연구질문도 제의 될 것이다.

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On the Principles and Applications of Wave Field Synthesis (WFS의 원리와 활용에 관하여)

  • Yoo, Jae-Hyoun;Shim, Hwan;Chung, Hyun-Joo;Sung, Koeng-Mo;Kang, Kyeong-Ok
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.8
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    • pp.688-696
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    • 2009
  • There are many studies on Wave Field Synthesis(WFS) which provides better presence and spaciousness than conventional discrete multichannel audio reproduction methods. However, it has several problems such as the listener-enclosing loudspeaker array and pre-authorized object-based source signal, so it is not widely used except in large-scale listening rooms. This paper presents a method which utilizes the merit of WFS in small listening rooms such as a living room.

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.

Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

Effect of Supervision Characteristics of Social Work Practicum on the Student's Career Development (사회복지현장실습 슈퍼비전 특성이 전공생의 진로발달에 미치는 영향)

  • Kang, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.212-222
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    • 2012
  • From the social work practicum, social welfare major students learn practical works in the field and cultivates professional ability. Furthermore, he tries to find his fitness and own qualification as a social worker. The purpose of this study is to examine the effects of supervision characteristics of social work practicum on the social welfare major student's career development. For the research, a survey of 212 students having had experience of social work practicum was conducted. The major findings in this study were as follows; Most of supervisors were female, the frequency of the supervision were regular, and supervision was offered mainly in the form of group or group and individual mixed. Students evaluated the relationship between supervisors and student was 3.20/4, supervision satisfaction measurement was 3.03/4, and students showed low level of career identity(5.80/12). By the hierarchical multiple regression, career identity was mostly affected by supervision characteristics, relationship between supervisors and student, and supervision satisfaction. This study finally discussed theoretical implications for future study and practical implications for career identity strategies on the results.

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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