• Title/Summary/Keyword: Alternative Reality

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The study for the analysis and implementation of Alternate Reality Game by media convergence (미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.752-759
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    • 2008
  • The latest convergence of broadcasting and communication makes the boundary between medias be ambiguous. It pursues the new type of culture that the unspecified many participants seek the satisfaction for the same target in an realtime environment. ARG(Alternative Reality Game) is a new alternate real game created by media convergence and it processes the more realistic interactivity between users through ARS, SMS, BLOG, Cafe and Messages. This paper analyzes the implementation, design, and construction schemes of ARG in the side of the human thinking and media. We also propose the evolution and role of the broadcasting by combining broadcasting for the activation of ARG.

A Study on Alternative Reality Game Storytelling (대체현실게임(ARG)의 스토리텔링 연구 -<노르망디의 이방인>을 중심으로-)

  • Nam, Seung-Hee
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.41-50
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    • 2009
  • The convergence paradigm that appears with the integrated media environment has effect on digital storytelling using digital technology, then 'Trans-media storytelling' which is a new form of digital storytelling makes gradual expand its scope. This study focused on the Alternative Reality Game which adopt trans-media storytelling in the game genre. This paper interpreted the idea of ARG on comparing different forms of ARG and existing games and the distinctive features of ARG storytelling which is blurring the line between real and virtual on the Simulation theory. This is a valuable study for understanding the new storytelling form within the media convergence and developing the digital storytelling in the future.

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How Are the Novice Getting to Be the Expert? : A Preliminary Case Study on Japanese Science Teachers

  • Ogawa, Masakata
    • Journal of The Korean Association For Science Education
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    • v.22 no.5
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    • pp.1082-1102
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    • 2002
  • Most of comparative studies in science teacher education so far have been conducted in terms of teacher education policy, pre- and in-service training system and curriculum, and certificate system. While such superficial information can be readily obtainable, it does not necessarily enable us to make access to reality of science teachers' professional development in respective countries, because practice in professional development among science teachers is deeply embedded into respective socio-cultural environment or climate. In order to get information on reality in science teachers' professional development, alternative approaches of research should be developed. This paper aims at pursuing an alternative way to approach reality of Japanese science teachers' professional development. An email survey of free description method with 29 in-service science teachers with a variety of years of experience in Ibaraki Prefecture, Japan, revealed that Japanese science teachers have developed their expertise through very close daily-based communication with their peer science teachers. At least, within their consciousness, neither formal in-service training programs, nor pre-service training programs have had much stronger effects on their professional development than such non-formal, daily-based, deep, apprenticeship-typed or in some sense, family-typed communication. The results suggest that in order to conduct meaningful comparative studies, we should take much more attention to how to make access to reality of science teachers' professional development.

Transplantation Immunology from the Historical Perspective (이식면역학의 역사적 고찰)

  • Park, Chung-Gyu
    • IMMUNE NETWORK
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    • v.4 no.1
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    • pp.1-6
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    • 2004
  • Transplantation would be the only way to cure the end-stage organ failure involving heart, lung, liver, kidney and pancreas. The replacement of the parts of the body damaged to lose its function or lost to trauma must be a dream of human-being. Human history is replete with chimeras, from sphinxes to mermaids, making one wonder if the ancients might actually have dreamed of what now is called 'xenotransplantation'. In the 20th century, the transplantation of organs and tissues to cure disease has become a clinical reality. The development in the fields of surgical techniques, physiology and immunology attributed to the successful transplantation in human. In the center of the successful transplantation lies the progress in understanding the cellular and molecular biology of immune system which led to the development of immunosuppressive drugs and the invention of the concept of immunological tolerance. The mandatory side effects of immunosuppressive drugs including infection and cancer forced us to search alternative approaches along with the development of new immunosuppressive agents. Among the alternative approaches, the induction of a state of immunologic tolerance would be the most promising and the most generic applicability as a future therapy. Recent reports documenting long-term graft survival without immunosuppression suggest that tolerance-based therapies may become a clinical reality. Last year, we saw the epoch making success of overcoming hyperacute rejection in porcine to primate xenotransplantation which will lead porcine to human xenotransplantation to clinical reality. In this review, I dare to summarize the development of transplantation immunology from the perspective of history.

Mixed Reality Visualization of Financial Accounting Data

  • Tanlamai, Uthai;Savetpanuvong, Phannaphatr;Kunarittipol, Wisit
    • Journal of Information Technology Applications and Management
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    • v.18 no.1
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    • pp.1-14
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    • 2011
  • Mixed reality (MR) representation of accounting numbers is used as an alternative way of virtually engaging users of real three dimensional graphics of financialdata. An experiment was conducted to compare the usability and knowledge drawn from utilizing a table of numbers versus MR representations. The results showed that when MR was used, the participants' ratings of the firm's financial status and performance were more congruent with those of experts than when a table was employed. Also, MR was seen as providing less complex information with a shorter amount of time being spent and was perceived as being easy and useful.

Best Practice on Inspecting the Abnormal State of Bridge (Engineering works) Establishment with Augmented Reality (AR) Mechanism

  • Janghwan Kim;So Young Moon;R. Young Chul Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.168-174
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    • 2023
  • In the current world, with the massive scale of SOC construction, it is difficult to diagnose and check all of a bridge's abnormal states with even the experts' eyes for maintenance. It is because we should spend huge costs and time on maintenance. Still, there are not many alternative ways to inspect bridges remotely regarding accuracy or reality. Therefore, we remark on the advantages and disadvantages of previous methods through practices in SOC maintenance. To inspect the abnormal state of the Bridge, we suggest inspecting bridges with an Augmented Reality (AR) mechanism to reduce cost, human resource consumption, and the risk of work. Through the proposed approach, we expect that it provides ways to solve massive construction problems with software-based technologies.

A Study on Expression of Virtual Reality Space in Planning Urban Theme Park (도심형 테마파크 계획에서 가상현실공간 연출에 관한 연구)

  • 최성은;윤재은
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2002.04a
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    • pp.125-129
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    • 2002
  • Economic growth and complex urbanization due to modern rapid industrialization prompt us necessarily to require rests and civic entertainments. Various leisure activities appear to be the type of theme park which has compound natures, and now these are being developed to leisure cultures with new conception. Here, this study presents a desirable direction of new entertainment through virtual reality in the theme park type of the 21st century's alternative entertaining space that citizens are easily accessible, maximizes experiences and meets the entertainment instinct.

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Application of Virtual Reality in the Medical Field (가상현실(VR)의 의료분야 적용 동향)

  • Chun, H.S.
    • Electronics and Telecommunications Trends
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    • v.34 no.2
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    • pp.19-28
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    • 2019
  • In recent years, medical and health care fields have attracted attention for virtual reality (VR) applications. VR technology is emerging as a healthcare specialist and psychotherapy alternative to cope with the increase in the demand for the treatment of conditions such as psychological diseases caused by old age and stress. Using VR, virtual patients or organs can be trained, and the medical staff can plan and pre-test before surgeries. The use of VR technology for psychotherapy and rehabilitation of one-to-one, face-to-face treatment allows a single physician to respond to multiple health care needs.

Human Experience Using Virtual Reality for an Optimal Architectural Design (효율적인 건축디자인을 위한 가상현실을 활용한 공간경험연구)

  • Chun, Soo Kyung;Cha, Seung Hyun
    • Journal of KIBIM
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    • v.14 no.1
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    • pp.1-10
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    • 2024
  • Virtual reality is one of the key emerging technologies of the 21th century and it has been used in a variety of ways in the fields of architectural research. Virtual reality is presented as an ideal alternative for studying the interaction between space and humans because it provides a realistic spacial experience while allowing experimenters to control environmental variables at a low cost easily. It allowed us to deepen our knowledge of human spatial experience in the built environment. However, existing reviews do not include the following points: 1) previous review research has been focused on using virtual reality technology in construction and engineering, not spatial experience, 2) recently, some review researches started to study the interaction between space and humans in the built environment, however, they do not suggest specific concepts of spatial experience. The present review aims to examine the existing literature about measuring spatial experience using virtual reality in architectural design. The study conducted a systematic qualitative review that analyzes and synthesizes the evolving literature regarding design elements, methodology, and usability. The study concludes with an overall discussion and their potential for providing further directions for future research.

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.