• Title/Summary/Keyword: Participation reality

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Multiple Digital Watermarking Framework for Joint-Creatorship Verification in VR Environment (VR 환경에서 공동 소유권 증명을 위한 다중 워터마킹 프레임워크)

  • Cho, Mi-Sung;Sohn, Yu-Seung
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.95-100
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    • 2007
  • Virtual Reality(VR) data in VR environments like Manufacturing industries are often created jointly by many creators. It is then necessary to provide protection of the joint-creatorship and the creatorship of each participating creator. This paper proposes Multiple Digital Watermarking Framework(MDWF) to solve the problem of joint-creatorship. The proposed framework, MDWF, makes use of 3D private watermarking technology and a novel key sharing protocol for joint-creatorship verification. MDWF embeds 3D private multiple watermarks for the creatorship of each participating creators in a non-overlapping manner during the creation process. After key agreement of all private keys, MDWF embeds an additional 3D private watermark for the joint-creatorship. Therefore MDWF successfully handles the creatorship dispute among creators. That is, each participation creator can prove his/her partial creatorship as well as joint-creatorship by MDWF. In addition, MDWF can solve the collusion problems because shared secret key(SSK) can be made by every users.

Determinants Affecting Intention to Campus SNS in China

  • Hou, Jie;Fan, Liu;Lee, Sang-Chul;Suh, Yung-Ho
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2009.10a
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    • pp.176-181
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    • 2009
  • Social networking service (SNS), which is based on the "six degree separation" theory, has gained its popularity in recent years. SNS creates a new way for maintaining relationship and sharing information over the virtual space. As a major branch, campus SNS provides a new platform for student to study as well as build and maintain inter-personal relationships. The highly realness of personal information and relatively strong group cohesion of campus SNS has turned it into an inevitable tool in students' daily life. The rapid growth of SNS in campus is creating huge academic and commercial benefits. However, little comprehensive research reveals what are determinant factors in driving students' intention to participate in campus SNS. In this paper, we conceptualize the participation of campus SNS as a social behavior and evaluate the impact made by social factors such as subjective norms and identity, as well as the impact of perceived reality and playfulness through an extended technology acceptance model.

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Self-Medication and the Pharmacy Profession (셀프메디케이션과 약사직능)

  • 한병현
    • YAKHAK HOEJI
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    • v.47 no.4
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    • pp.252-259
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    • 2003
  • Self-medication is a representative phenomenon in the domain of popular care, originated from perspective of medical pluralism and the pharmacy profession is said to be in the most appropriate position of health care professions to activate self-medication. As any healthcare reform impacts in a country, 2000 institutional separation between medicine and pharmacy implemented in Korea brought a lot of changes in behavior of drug use not only to physicians and pharmacists but also to consumers (patients). In this paper, the reality of self-medication since the institutional separation between medicine and pharmacy was analyzed, based on the empirical data which were collected by the Korea Institute for Health and Social Affairs in 2002. The major finding is that the domain of popular care including self-medication was significantly shrunk, while that of professional care was proportionally expanded. As a result, the following four points were strongly recommended for the purpose of promoting self-medication: i) upgrading the pharmacy education system from 4 year to 6 year level, ii) improvement of continuing education and introduction of GPP (Good Pharmacy Practice), iii) activating 'pharmacal encounter' (i.e., pharmacist-consumer relationship) and iv) promotion of socio-economic research activities and proactive participation in the international self-medication movement of pharmacists in Korea.

A Study on The Spatial Organization of Public Area in Silver Town (실버타운 사례를 통한 공용공간 구성에 관한 연구)

  • Choi, Ung;Lee, Sang-Ho
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.91-98
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    • 2006
  • The aged population increasing rapidly, the population rate of over 65 years old was over 7.5% in 2000 in Korea and it means that Korea is aging society. Increasing participation of woman in public affairs, becoming a nuclear family and increasing old aged people who want to stand alone brought about more the old households. But the aged welfare accommodation are still insufficient and more facilities accommodating the aged should be built. 80.5% of people according to poll by the Ministry of Health and Welfare responded the support of the aged is a serious problem in Korea. This result indicates the reality that the system for the aged are unsatisfied. Although these situations made a new concept of 'silver-town' of the welfare facility for the aged, it is under a transition in the aspect of the social system and the architectural aspect as well. This study will select good examples among facilities in the metropolitan area, analysis space and propose resonable program.

Rumors that Move People to Action: A Case of the 2019 Hong Kong Protests

  • Kwon, K. Hazel
    • Journal of Contemporary Eastern Asia
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    • v.21 no.2
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    • pp.1-12
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    • 2022
  • A good story persuades people to act. The mobilizing power of a story, however, does not necessarily rely on informational fidelity. During political unrests, word-of-mouth can intermix facts with unverified claims and emotional outrage, often transforming reality into convincing rumor stories. This rapid communication article discusses how rumor publics (dis)approve and participate in 2019 Hong Kong Protests. This survey study finds that police injustice and brutality were the predominant themes of the collected rumor stories, although some stories contained mixed views or anti-protest claims. Rumors of police injustice and brutality were associated with less negative attitudes toward the protests, especially when respondents believed the story. The relationship between rumor stories and protest participation was less obvious, except for rumors about an individual protester's whereabout. This study discusses the ways in which rumor is embedded in contentious political processes.

Analysis of National R&D Participation Personnel for the Activation of the Virtual/Augmented Reality Industry (가상/증강현실 산업 활성화를 위한 국가R&D 참여 인력 현황 분석)

  • Eungyeong Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.380-382
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    • 2023
  • VR/AR 관련 산업은 신산업 창출, 일자리 증대, 국민 생활 향상 등을 목표로 VR/AR 산업의 육성과 활성화를 위해 부처 차원에서 진행하고 있다. 국내 VR/AR 산업은 글로벌 시장과 비교 시 기술력, 산업 현장 인력 부족, 기존 산업과의 접목 등 여러 요소가 필요하다고 평가하고 있다. 본 논문에서는 VR/AR 관련 분야의 산업 활성화를 위해 최근10년 동안의 국가R&D 과제와 참여인력 정보 등을 분석하였다. 분석 결과, 참여 인력은 년도 별로 증가하지만, 특정 지역에 집중되어 있으며, 석·박사 수준의 고급 인력이 부족한 것으로 나타났다. 그리고 매년 정부의 연구비 투자가 증가하였고, 기업과 대학에서 공동 연구가 활발하게 이루어지고 있었다. 이러한 분석 정보는 정부가 추진하는 VR/AR 산업 활성화를 위해 앞으로의 정부 재정적 지원, 산학연 협력관계 구축, 실무에 적합한 전문인력 양성 등 정책결정에 활용될 수 있을 것이다.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

Interface Application of a Virtual Assistant Agent in an Immersive Virtual Environment (몰입형 가상환경에서 가상 보조 에이전트의 인터페이스 응용)

  • Giri Na;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.1
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    • pp.1-10
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    • 2024
  • In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users' social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI's ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.

Strategies of Improve Elderly Nutrition through Nutrition Education : Evaluation of the Effectivenss of the Program (영양교육에 의한 노인 영양증진전략연구 : 효과분석)

  • 임경숙;민영희;이태영;김영주
    • Korean Journal of Community Nutrition
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    • v.4 no.2
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    • pp.207-218
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    • 1999
  • The increased number of elderly in Korea presents great challenges for community nutrition programs. Strategies to enhance elderly nutrition are needed, as well as dietary advice that are reality-based and tailored to the need of the elderly. The purpose of this study was to evaluate the overall effectiveness of an elderly nutrition improvement program(ENIP), by assessing changes in nutrition knowledge, attitudes, and behavior after program completion. ENIP was conducted in Suwon for 4 months in 1998 at 5 centers for the elderly. The program provided individual nutrition counseling and brief biweekly group education sessions. To stimulate participation and motivation, the elderly in two centers were served free milk packs(200ml) three time a week during the program(milk+education group), and the elderly in 3 other centers were served yoghurt on the program day(education group). Altogether, 102 subjects finished the program(milk+education group 67 ; education group 35). Data about nutrition knowledge, dietary attitudes, diet records(24 hour recall) and dietary habit was collected before(baseline) and after the program(follow-up). The Drop-out rate for the milk+education group(2.9%) was significantly lower than that for the education group(30.0%)(p<.001). The Nutrition Knowledge fo females milk+education group increased significantly after the program, but no significant differences were observed in other groups. Over 60% of all the elderly showed positive responses to the healthy eating attitudes. Energy, protein, vitamin A, riboflavin, Calcium and Potassium intakes improved in the male milk+education group. The Vitamin C intake improved in the male education group. Energy and vitamin A intakes improved in the female milk+education group and energy, vitamin A, thiamin, riboflavin, niacin, Ca nad P in the female education group. A stepwise multiple regression analysis was performed to examine the effects of food intake changes on overall nutrient quality. For all elderly, the fish intake explained 12.6% of the variance, followed by candy intake and vegetable intake(model $R^2$=19.6%). Dietary habits such as meal time regularity and salty food reduction were markedly improved in both groups. Sixty-one percent of the milk+education subjects stated their participation was voluntary and active, while 51% of education subjects did. Sixty four percent of the subjects stated their interest on diet increased remarkably through program participation. Considering the results, it is conjectured that ENIP had a great impact on nutrient intake, dietary attitudes and habits. Milk supplement showed no direct effects on elderly nutrition improvement, but it encouraged the program by reducing drop-out rates and inducing voluntary participation. Therefore milk supplement could enhance the community nutrition education program. Moreover it is strongly suggested that the ENIP be expanded to other communities.

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