• Title/Summary/Keyword: Participation reality

Search Result 180, Processing Time 0.028 seconds

An Analysis on Elementary School Teachers' Expectation and Reality for Science Experiment in-service Training Program (과학 실험 연수에 대한 초등 교사들의 기대와 실태 분석)

  • Jeong, Jae-Hoon;Kim, Young-Shin
    • Journal of Korean Elementary Science Education
    • /
    • v.29 no.3
    • /
    • pp.316-325
    • /
    • 2010
  • The purpose of this study was to analyze elementary school teacher' expectation and reality before and after science experiment in-service training program. The surveys for before and after in-service training were conducted among 231 elementary school teachers who participated for science experiment in-service training. 5 elementary school teachers who took part in surveys were interviewed after training. The results of this study are as follows: First, teachers' interest for science increased regardless of willingness to training participation through science experiment training. Second, discussion for science teaching strategies were not enough while the training recognized with experiments and lecture of instructors mainly. Third, teachers prefered alternative experiments and practical experience of experiments to lecture and basic experiments based on textbook. Forth, assessment of teachers in training must be improved.

  • PDF

Classification and Characteristics of Augmented Reality Contents of Fashion Brands (패션 브랜드의 증강현실(AR) 콘텐츠 유형 및 특성)

  • Lee, Hyun-Jin;Ku, Yang-Suk
    • Fashion & Textile Research Journal
    • /
    • v.22 no.3
    • /
    • pp.310-322
    • /
    • 2020
  • This study investigated the classification and characteristics of augmented reality (AR) content of fashion brands. The AR contents of fashion brands were classified according to user participation space and content delivery method. Based on these types, eight case studies were conducted, along with a discussion of AR characteristics in terms of presence, interactivity, and immersion. The results showed that AR content could be divided into four types: offline visit-external information type, offline visit-internal experience type, online utilization-external information type, and online utilization-internal experience type. It was also found that there were differences in characteristics for each type of AR content. First, the offline visit-external information type requires various new content that can provide entertainment immersion to users. Second, the offline visit-internal experience type requires a powerful inducement for users to visit a specific space providing AR content and to participate in augmented environments. Third, the online utilization-external information type needs a series of AR content that can consistently incite users' curiosity about brands and products. Fourth, the online utilization-internal experience type needs effective content to improve users' shopping experience with the virtual fitting of fashion accessories, such as eyewear, hats, jewelry, and watches. Accordingly, fashion companies should create contents that can provide appropriate presence, interactivity, and immersion by AR type.

Effects of Virtual Reality Programs on Proprioception and Instability of Functional Ankle Instability

  • Kim, Ki Jong;Jun, Hyun ju
    • Journal of International Academy of Physical Therapy Research
    • /
    • v.6 no.2
    • /
    • pp.891-895
    • /
    • 2015
  • We investigated the effects of a Virtual reality(VR) program on the proprioception and instability of functional ankle instability(FAI) patients. Among the 20s old individuals who lived in Republic of Korea; 20 people were selected through a public participation process. The 20 participants were then randomly divided into two groups, one of strength exercise(n=10) and one of balance exercise(n=10). Of the patients who had experienced an ankle sprain in the past and currently felt ankle instability, those who recorded 24 points or less on the Cumberland ankle instability tool(CAIT) were determined to have FAI. We selected the strength exercise and balance exercise in the Nintendo Wii Fit Plus as a VR program. The subjects used the program on the Wii Balance Board three times per week for 20 minutes and total 10-minute warm-up and down for four weeks. Proprioception and CAIT of the balance exercise group were improved significantly after the exercise compared to before the exercise(p<.05). Authors recommend that the balance exercise in the VR program be used as an aid for physical therapeutic intervention.

A Study on the Internet-based Collaborative Exterior Design Process to Support Users′Participation in Apartment Exterior Remodeling (공동주택 외관 리모델링 과정에서 거주자 참여 설계를 지원하는 인터넷 기반 외관디자인 협업설계 프로세스에 관한 연구)

  • 심재란;최진원
    • Journal of the Korean housing association
    • /
    • v.14 no.4
    • /
    • pp.77-85
    • /
    • 2003
  • The facade design of apartment is getting more important, since residents'needs on raising the quality of housing have increased, and also public interests on urban landscape are higher than before. As a way of improving facade design the necessity of remodeling consequently has been risen. The government also relieves the regulations related to remodeling. A apartment facade design should address how to express both identities and aesthetic tastes of residents, so they want to reflect their own ideas and opinions on the apartment facade design during the remodeling process. It is not always easy, unfortunately, to reflect residents'ideas and opinions due to the public characteristics of apartment facades and absence of tools that support effective design participation. This paper proposes an internet-based collaborative design process that supports residents'active participation in the exterior remodeling process of apartment. We outline three main issues involved in developing the design system: 1) a semantic facade database built upon classification of building facades; 2) an Internet-based facade modeler based on a real-time, rule-based procedural modeling method; and finally 3) the virtual reality(VR) simulation that allows a group of designers and residents to design in a collaborative fashion.

Research trends in rehabilitation program for disabled applying virtual reality technology in Korea (가상현실기술을 적용한 국내 장애인재활프로그램 연구동향)

  • Kim, Mi-Jung
    • Journal of Digital Convergence
    • /
    • v.13 no.2
    • /
    • pp.381-391
    • /
    • 2015
  • The purpose of this study was to investigate the trends in research on the effects of virtual reality technology applied to rehabilitation for disabled. I have collected 60 papers published in Korea(2000-2014), and analyzed it by the P.I.C.O. method. As a result, adults and the elderly are most common subjects, and projection type has been used frequently in researches. It were included mostly balance, upper extremity function, and gait that the dependent variables represents the intervention effects. I interpreted it as the ICF factors. So, research topics were the most common mobility, in contrast to educational, vocational, recreational area as dealing with the participation area is very small. In the future, we should focused on social aspects for useful intervention in real life of people with disabilities based on virtual reality technology, and virtual reality technology should be easy to apply in terms of cost and accessibility.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
    • /
    • v.18 no.1
    • /
    • pp.1-16
    • /
    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Analysis on Changes of Residents Cognition According to Level of Participation in Community Building around Empowerment (역량강화 중심의 마을 만들기 참여에 따른 주민인식변화 분석: 충청남도 공주시를 사례로)

  • Cho, So-Jin;Jeong, Hwan-Yeong
    • Journal of the Korean association of regional geographers
    • /
    • v.23 no.1
    • /
    • pp.89-105
    • /
    • 2017
  • This research was conducted to analyse how a community building around empowerment changes the resident's cognition depending on level of their participation. 'Livable hope community building project' in Gonju-Shi, Chungcheongnam-Do was chosen as an example case. As a result of analyzing influence of residents' participation on their cognition changes, the residents with higher level of participation had bigger changes in cognition in terms of individual and relational aspects. In detail, the residents with one time of participation in livable hope community building activity showed a change in cognition in a way that they realized the reality of the rural area and felt the necessity of community building to overcome this. The residents with more than 3 times of participation had cognitional change on current status of village where they are living in. Lastly, the greatest cognitional changes in all perspectives occurred among the residents with more than 5 times of participation. They had a firm cognition that the participation and cooperation of the residents are important to make community building successful. Conclusively, community building around empowerment influences recovery of rural community as it changes cognition of residents and acts as a mediator for resident unity. Therefore, it is expected will bring new changes to rural area, help recover rural community, and affect improvement of rural competitiveness.

  • PDF

Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.817-822
    • /
    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

  • PDF

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.8
    • /
    • pp.1148-1157
    • /
    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A Possibility for Multilateral CDM Projects in Northeast Asia - The reduction effect in transaction cost by Korean participation - (동북아시아지역의 다국 간 CDM프로젝트에 대한 검토 -한국 참가에 따른 거래비용 삭감효과-)

  • Jung, Woo-Jong;Nakano, Satoshi
    • Journal of Environmental Policy
    • /
    • v.2 no.2
    • /
    • pp.41-63
    • /
    • 2003
  • CDM(Clean Development Mechanism) project is said to be a mechanism, which profits both the investing country and the host country, while additionally contributing to the reduction of greenhouse gases of the earth as a whole. However in reality, most of the proposed projects do not end up in agreement because of the problems related to differences in recognition between the investing country and the host country of the CDM project. This outlines the background for this research which proposes a new design of institutional arrangements of CDM projects in the Northeast Asian region, mainly Japan, China and Korea. In addition, we investigate the feasibility of the proposed design. The research firstly focuses on the reduction in transaction costs that the participation of Korea will have on a Japan-China CDM project. This paper further emphasizes the potential gains that would materialize if a CDM project involved the whole Northeast Asian region, and not only one country. Our research suggests that an approximate reduction of 23% in transaction costs, and about 4% reduction in the total costs of a CDM project can be expected to follow the Korean participation. In addition to decreasing costs we find that a Korean involvement in a CDM project with Japan will lead to efficiency gains illustrated by a higher increase in the IRR(Internal rate of return) in a Japan-Korea project(11.45% to 12.21%) compared to an IRR incresement of 10.57% to 11.27% for a pure Japanese CDM project. Similar results of a rise in the IRR is found for the whole investment period of 20 years. We can hence conclude that Korean participation in a Japan-China CDM project would improve the implementation possibilities of CDM project in the Northeast Asia region.

  • PDF