• Title/Summary/Keyword: Artificial Reality

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Digital Competencies Required for Information Science Specialists at Saudi Universities

  • Yamani, Hanaa;AlHarthi, Ahmed;Elsigini, Waleed
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.212-220
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    • 2021
  • The objectives of this research were to identify the digital competencies required for information science specialists at Saudi universities and to examine whether there existed conspicuous differences in the standpoint of these specialists due to years of work experience with regard to the importance of these competencies. A descriptive analytical method was used to accomplish these objectives while extracting the required digital competency list and ascertaining its importance. The research sample comprised 24 experts in the field of information science from several universities in the Kingdom of Saudi Arabia. The participants in the sample were asked to complete a questionnaire prepared to acquire the pertinent data in the period between January 5, 2021 and January 20, 2021. The results reveal that the digital competencies required for information science specialists at Saudi universities encompass general features such as the ability to use computer, Internet, Web2, Web3, and smartphone applications, digital learning resource development, data processing (big data) and its sharing via the Internet, system analysis, dealing with multiple electronic indexing applications and learning management systems and its features, using electronic bibliographic control tools, artificial intelligence tools, cybersecurity system maintenance, ability to comprehend and use different programming languages, simulation, and augmented reality applications, and knowledge and skills for 3D printing. Furthermore, no statistically significant differences were observed between the mean ranks of scores of specialists with less than 10 years of practical experience and those with practical experience of 10 years or more with regard to conferring importance to digital competencies.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Expanded Role of Empathy in Metaverse Environment Where AI is Applied (AI가 적용될 메타버스 시대를 위한 확장된 공감의 역할)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.87-99
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    • 2021
  • As face-to-face social exchanges are limited by the pandemic, the influence of the metaverse, a virtual space crosses virtual and reality, is gradually expanding. Various metaverse platforms are currently taking advanced AI technology to provide users with a more diverse experience. However, as a result, if AI-human communion in the metaverse space is as active as the relationship between humans, this may lead to side effects that threaten humanity. This study emphasized the value of empathy as a way to minimize the side effects, and suggested that the concept and role of empathy need to be expanded. Accordingly, we conducted an empirical study to examine the difference between social relationship in the metaverse and in real life at the current level, and based on the results, we predicted the future social relationship in the environment where AI was applied to the metaverse. Combining the study, we proposed "Digital Human Empathy" for human dignity in the digital age.

A general-purpose model capable of image captioning in Korean and Englishand a method to generate text suitable for the purpose (한국어 및 영어 이미지 캡션이 가능한 범용적 모델 및 목적에 맞는 텍스트를 생성해주는 기법)

  • Cho, Su Hyun;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1111-1120
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    • 2022
  • Image Capturing is a matter of viewing images and describing images in language. The problem is an important problem that can be solved by keeping, understanding, and bringing together two areas of image processing and natural language processing. In addition, by automatically recognizing and describing images in text, images can be converted into text and then into speech for visually impaired people to help them understand their surroundings, and important issues such as image search, art therapy, sports commentary, and real-time traffic information commentary. So far, the image captioning research approach focuses solely on recognizing and texturing images. However, various environments in reality must be considered for practical use, as well as being able to provide image descriptions for the intended purpose. In this work, we limit the universally available Korean and English image captioning models and text generation techniques for the purpose of image captioning.

Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.1-6
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    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.

Negative Turbulent Magnetic 𝛽 Diffusivity effect in a Magnetically Forced System

  • Park, Kiwan;Cheoun, Myung-Ki
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.47.3-48
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    • 2021
  • We studied the large scale dynamo process in a system forced by helical magnetic field. The dynamo process is basically nonlinear, but can be linearized with 𝛼&𝛽 coefficients and large scale magnetic field $\bar{B}$. This is very useful to the investigation of solar (stellar) dynamo. A coupled semi-analytic equations based on statistical mechanics are used to investigate the exact evolution of 𝛼&𝛽. This equation set needs only magnetic helicity ${\bar{H}}_M({\equiv}{\langle}{\bar{A}}{\cdot}{\bar{B}}{\rangle},\;{\bar{B}}={\nabla}{\times}{\bar{A}})$ and magnetic energy ${\bar{E}}_M({\equiv}{\langle}{\bar{B}}^2{\rangle}/2)$. They are fundamental physics quantities that can be obtained from the dynamo simulation or observation without any artificial modification or assumption. 𝛼 effect is thought to be related to magnetic field amplification. However, in reality the averaged 𝛼 effect decreases very quickly without a significant contribution to ${\bar{B}}$ field amplification. Conversely, 𝛽 effect contributing to the magnetic diffusion maintains a negative value, which plays a key role in the amplification with Laplacian ∇2(= - k2) for the large scale regime. In addition, negative magnetic diffusion accounts for the attenuation of plasma kinetic energy EV(= 〈 U2 〉/2) (U: plasma velocity) when the system is saturated. The negative magnetic diffusion is from the interaction of advective term - U • ∇ B from magnetic induction equation and the helical velocity field. In more detail, when 'U' is divided into the poloidal component Upol and toroidal one Utor in the absence of reflection symmetry, they interact with - B • ∇ U and - U • ∇ B from ∇ × 〈 U × B 〉 leading to 𝛼 effect and (negative) 𝛽 effect, respectively. We discussed this process using the theoretical method and intuitive field structure model supported by the simulation result.

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Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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Utilization Strategies of Generative AI Platforms for CG Education (CG 교육을 위한 생성형 인공지능 플랫폼 활용 방안)

  • Donghee Suh
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.357-364
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    • 2023
  • Due to the rapid advancement of AI technology, generative artificial intelligence platforms are experiencing innovative applications in various fields. In this paper, it examines research cases involving the utilization of AI in education, explore instances where generative AI platforms are applied in the realm of creative endeavors, and discuss the direction of utilizing generative AI in educational contexts. In the field of computer graphics, this study introduced generative AI platforms that are applicable for image creation, editing, and video editing. It also proposed platforms that can be utilized in the video editing production process. These generative AI platforms not only offer advantages in terms of efficiency, by reducing the efforts of creators and saving time in the production process, but they also present positive aspects in enhancing individual capabilities. It is advocated that their swift integration into education is necessary, considering these benefits. This study aims to provide direction for the expansion of creative education utilizing generative AI platforms.

Research on the Development of Reflective Writing Class Guidelines Using GPT (GPT를 활용한 성찰적 글쓰기 수업 가이드라인 개발 연구)

  • Jeong Gu Kang
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.581-588
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    • 2023
  • In this paper, we modeled the methods and steps of reflective writing education that effectively utilizes GPT to enable actual classes. In this paper, we sought a teaching model that can be effectively utilized in self-reflective writing education in a reality where it is physically and practically difficult to prevent the use of an artificial intelligence writing machine called GPT. First, in the preparation stage, we made students understand the operating principles of GPT and educated the application team, while suggesting a teaching method using GPT to model and personalize writing ideas. Afterwards, an example of the task was given. Second, in the stage of using GPT, we showed how to model and internalize writing ideas using GPT according to the process of outlining, paragraphing, and reviewing reflective writing. Third, in the organizing stage, the instructor helped learners edit and make final edits to their writing and presented a process of organizing and reflecting.

Analysis of Warpage of Fan-out Wafer Level Package According to Molding Process Thickness (몰드 두께에 의한 팬 아웃 웨이퍼 레벨 패키지의 Warpage 분석)

  • Seung Jun Moon;Jae Kyung Kim;Euy Sik Jeon
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.124-130
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    • 2023
  • Recently, fan out wafer level packaging, which enables high integration, miniaturization, and low cost, is being rapidly applied in the semiconductor industry. In particular, FOWLP is attracting attention in the mobile and Internet of Things fields, and is recognized as a core technology that will lead to technological advancements such as 5G, self-driving cars, and artificial intelligence in the future. However, as chip density and package size within the package increase, FOWLP warpage is emerging as a major problem. These problems have a direct impact on the reliability and electrical performance of semiconductor products, and in particular, cause defects such as vacuum leakage in the manufacturing process or lack of focus in the photolithography process, so technical demands for solving them are increasing. In this paper, warpage simulation according to the thickness of FOWLP material was performed using finite element analysis. The thickness range was based on the history of similar packages, and as a factor causing warpage, the curing temperature of the materials undergoing the curing process was applied and the difference in deformation due to the difference in thermal expansion coefficient between materials was used. At this time, the stacking order was reflected to reproduce warpage behavior similar to reality. After performing finite element analysis, the influence of each variable on causing warpage was defined, and based on this, it was confirmed that warpage was controlled as intended through design modifications.

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