• Title/Summary/Keyword: Cyber experience

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Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

The effects of Cyberbullying and Focusing Manner on Symptoms of Somatization (사이버폭력 경험 및 포커싱적 태도가 신체화 증상에 미치는 영향)

  • Joo, Eun Sun;Kang, Ju Hee;Baek, Gyeong Eun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.293-301
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    • 2019
  • The purpose of this study was to explore the relationship andinfluence of Focusing manner to deal with somatization symptoms of adolescents with experience of cyberbullying. For this study, we conducted on teenagers aged 14 to 19. A total of 366 of these results -84 men (23%) and 282 women(77%)- were used for the analysis. Data was analyzed through frequency analysis, reliability analysis, correlation analysis, and multiple regression analysis. As a result, cyber-bullying experiences have a positive effect on somatizaion symptoms. Among the sub-factors of focusing manner, "knowledge" and "reviewing" have a negative effect on somatizaion symptoms, and "expression" has an negative effect on somatizaion symptoms. Based on the results of the study, the need for a therapeutic approach to focusing manner was presented when appealing for somatizaion symptoms of adolescents who experienced cyberbullying.

A Improvement Plan for Fire Fighting Activity of Rack- Type Warehouse Based on Case Study and Field Interview (사례분석과 현장인터뷰를 통한 적층형 대형창고 소방활동 개선방안 연구)

  • Kim, Woon Hyung;Seo, Dong Hun;Ham, Eun Gu
    • Journal of the Society of Disaster Information
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    • v.15 no.1
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    • pp.67-75
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    • 2019
  • Purpose: The purpose of this study is to suggest a systematic improvement plan for strengthening fire fighting ability of domestic rack- type warehouse buildings. Method: A fire case of small warehouse with sandwich panel structure and four design review of large warehouse with fire endurance structure were analyzed. Also, interviewed a group of 11 fire fighters who had 20 years field experience. Results: A provision of mobile equipment for initial fire fighting, accessibility of more than three sides, installation of internal entrance windows, proper placement of outdoor fire fighting equipment, image processing of fire site informations, and provide more incentives on the field commander are main factors of improvement plan. Conclusion: Effective standard operation procedures (SOP) and safety standards should be established and applied for each stage of the dispatch and on-site response considering the fire characteristics and risk factors of each warehouse by scale.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

The Effect of Bakery Customers Product and Service Quality Factors on Value Perception, Customer Satisfaction and Behavioral Intentions: Focused on Famous Bakery Customers

  • HONG, Pil-Tae
    • The Korean Journal of Franchise Management
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    • v.11 no.3
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    • pp.7-18
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    • 2020
  • Purpose: Recently, information on 'Delicious Restaurants (Mat-zip)' and 'Famous Bakeries' can be obtained through various media such as TV, Internet search, and SNS, and the culture of finding and sharing them has become a trend. Since PZB's SERVQUAL, there have been many studies measuring service quality, leading to hotels, restaurants and coffee shops. These studies of service quality include product quality in the service quality dimension. Hotels, restaurants, and coffee shops are provided with intangible services while customers visit and stay, but 'Delicious Restaurants (Mat-zip)' and 'Famous Bakeries' often stop by to buy products and return home. Therefore, the study on the effect of quality on customer behavior on 'Delicious Restaurants (Mat-zip)' should consider product quality separately. In this study, we want to study how each quality element affects the perceived value and response of customers by separating product quality and service quality. Research design, data, and methodology: This study tested the structural model of how the quality of products and services of famous bakeries affect customers' perceived value and response. As the quality factors, products, tangible services, and employee services were adopted, and perceived values adopted utilitarian and hedonic values, and customer responses adopted customer satisfaction and behavior intention. For this study, 203 survey data with experience using famous bakeries were analyzed using SPSS 22.0 and AMOS 22.0. Result: The research results are as follows. First, product quality positively influenced utilitarian value, hedonic value, and customer satisfaction, tangible service quality positively influenced utilitarian value, and employee service quality positively influenced hedonic value. Second, utilitarian value had a positive effect on behavioral intention, and hedonic value had a positive effect on customer satisfaction. Conclusions: In a famous bakery, it is basic that product quality should be given priority, and for customer satisfaction, employee service quality is half as important. In addition, for Behavior Intension (revisit by the customer), in addition to product quality, the quality of tangible services and employee services should be maintained at a quarter level.

Strategies and Experts in Other Countries for Patient Safety and Quality Improvement (환자안전과 질 향상을 위한 다른 나라의 개선 전략과 전담인력)

  • Kwak, Mi-Jeong;Park, Seong-Hi;Kim, Chul-Gyu;Park, TaeZoon;Lee, Sang-Il;Lee, Sun-Gyo;Choi, Yun-Kyoung;Hwang, Jeong-Hae
    • Quality Improvement in Health Care
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    • v.26 no.2
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    • pp.104-112
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    • 2020
  • This study was done to investigate the independent organizations established for patient safety, related policies, and the duties of experts in other countries. Australia established an organization called the Commission in 2006, the United Kingdom established the National Patients Safety Agency in 2001, and the United States assigned its work to the Agency for Healthcare Research and Quality in 2005. This was done by law in all three countries. The experts for patient safety were mainly called the "patent safety and quality coordinator", and although there was no qualification system for carrying out patient safety work, all three countries had licenses in the health care field or required more than 4-5 years of practical experience. The main duties were planning on patient safety and quality of healthcare service, data collection and analysis, and education, etc. and for this, competencies such as communication, leadership, and teamwork were required.

Domestic Trend Analysis of Virtual Reality Therapy for the Treatment Anxiety Disorders (불안장애에 대한 가상현실치료 국내동향분석)

  • Cheong, Moon Joo;Kim, Jeesu;Lyu, Yeoung-Su;Kang, Hyung Won
    • Journal of Oriental Neuropsychiatry
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    • v.31 no.4
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    • pp.279-288
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    • 2020
  • Objectives: Many fields have changed since covid-19, psychotherapy being no exception. With the pandemic associated increase in untact treatment, interest in virtual reality exposure therapy has also increased. The aim of study was to analyze recent literature using virtual reality therapy for the treatment of anxiety disorders. Methods: We searched five databases from dates between October 1 to November 1, 2020. We selected articles related to the treatment of anxiety disorders using virtual reality therapy and analyzed the trend of that, not thesis but domestic articles. Results: There were 6 RCT studies and 3 were case reports where, based on the DSM-4, the participants presented with anxiety disorders including 2 with presentation anxiety, 1 heterosexual anxiety, 1 test anxiety, 1 social anxiety, 1 dental anxiety, 2 Acrophobia, and 1 social phobia. Treatment sessions varied from 1 session to 18 sessions, but 5 studies conducted 4 sessions, and all studies attempted virtual reality exposure for 30-minute time periods. 8 studies used HMD as the VR device and 1 study did not report a device. Conclusions: Anxiety disorders treated using virtual reality included speech anxiety and acrophobia. Median treatment session number was 4 and sessions were less than 30 minutes. The most common VR device used was an HMD. VR psychotherapy showed limitations relating to patient experience including cyber sickness and a lack of immersion. In addition, most of the studies were conducted with patients who visited hospitals utilizing Western medical practices. Currently, virtual reality therapy (VRT) intervention in oriental medicine is lacking. The lack of research in this area suggests analyzing data from VR psychotherapy in oriental medicine could provide novel and useful information.

Migrant husbands' relationship with their in-laws in South Korea (결혼이주남성이 경험한 처가와의 관계에 관한 질적 연구)

  • Kwak, Yoonkyung;Lee, Min Young
    • Journal of Family Relations
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    • v.23 no.2
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    • pp.157-177
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    • 2018
  • Objectives: The study aims to develop an understanding of the experience of migrant husbands with their South Korean in-laws, specifically from the perspective of migrant husbands from developing countries who reside in South Korea. Method: In total, 13 semi-structured interviews were carried out. Results: The themes drawn from the interview data were "attempting to be accepted as sons-in-law by the in-laws," "interacting closely with in-laws," and "building a nest of their own." When it comes to "struggling to be recognized as sons-in-law" by their Korean families, the migrant husbands in this study met with a high level of opposition from in-laws and sometimes their own family members, made considerable efforts to be accepted as sons-in-law, and then were finally accepted as sons-in-law (although not every migrant husband achieved this). Regarding "interacting closely with in-laws," migrant husbands tried to be recognized as real family members, became hyoja (filial sons) for the sake of their wives and children, and felt a burden about mismatched expectations regarding family roles and obligations. Regarding the final theme, "building a nest of their own," the men tried to be themselves, to attain an equal position to their in-laws, and to maintain a moderate distance between themselves and their in-laws. Conclusions: The study has significant implications for existing government programs designed for multicultural families and how they can be made more inclusive, as well as how new programs can help to improve the relationships between Korean in-laws and migrant husbands.

A Study on development of evaluation indicators on the Managed Security Service(MSS) (보안관제 업무에 대한 평가지표 개발 연구)

  • Lee, Hyundo;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.5
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    • pp.1133-1143
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    • 2012
  • Currently, Many Cyber Security Centers(CSC) are established and being operated in our country. But, in the absence of indicators to evaluate activities of the Managed Security Service(MSS), We can't identify the CSC's level of overall job performance. Therefore, we can't derive strengths and weaknesses from the CSC. From these reasons, The purpose of this research is to develop an objective indicator to evaluate activities of the MSS. I studied both international and domestic Information Security Management System(ISMS) as related standards(ISO/IEC 27001, G-ISMS). Moreover, I analysed the NIST Computer Security Incident Handing Guide and the Incident Management Capability Metrics(IMCM) of Carnegie Mellon Software Engineering Institute(SEI). The implications for this analysis and domestic hands-on experience are reflected in the research. So I developed 10 evaluation domains and 62 detail evaluation items. This research will contribute to our understanding the level of the CSC's job performance.

Virtual Go to School (VG2S): University Support Course System with Physical Time and Space Restrictions in a Distance Learning Environment

  • Fujita, Koji
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.137-142
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    • 2021
  • Distance learning universities provide online course content. The main methods of providing class contents are on-demand and live-streaming. This means that students are not restricted by time or space. The advantage is that students can take the course anytime and anywhere. Therefore, unlike commuting students, there is no commuting time to the campus, and there is no natural process required to take classes. However, despite this convenient situation, the attendance rate and graduation rate of distance learning universities tend to be lower than that of commuting universities. Although the course environment is not the only factor, students cannot obtain a bachelor's degree unless they fulfill the graduation requirements. In both commuter and distance learning universities, taking classes is an important factor in earning credits. There are fewer time and space constraints for distance learning students than for commuting students. It is also easy for distance learning students to take classes at their own timing. There should be more ease of learning than for students who commute to school with restrictions. However, it is easier to take a course at a commuter university that conducts face-to-face classes. I thought that the reason for this was that commuting to school was a part of the process of taking classes for commuting students. Commuting to school was thought to increase the willingness and motivation to take classes. Therefore, I thought that the inconvenient constraints might encourage students to take the course. In this research, I focused on the act of commuting to school by students. These situations are also applied to the distance learning environment. The students have physical time constraints. To achieve this goal, I will implement a course restriction method that aims to promote the willingness and attitude of students. Therefore, in this paper, I have implemented a virtual school system called "virtual go to school (VG2S)" that reflects the actual route to school.