• Title/Summary/Keyword: Reality Analysis

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The Effects of Augmented Position and Keyboard Layout on Korean Text Entry in XR

  • Su Young Kim;Yoon Sang Kim
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.459-469
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    • 2024
  • Optimizing text entry in extended reality (XR) is important. However, most studies have focused on inputting alphabetic characters, so there is still insufficient research on inputting Korean characters. As a follow-up to our previous research, this paper deals with the effects of keyboard layout and augmented position on Korean text entry in the XR environment. For this purpose, we developed a virtual keyboard environment using the representative Korean keyboard layout "Du-Beol-Sik" across three augmented positions: mid-air, physical planar surface, and palmar surface. After conducting an experiment, we analyzed the effects of keyboard layout and augmented position on text entry by comparing the results of our previous research (the effect of augmented position on text entry based on the international standard Korean keyboard layout 'Chon-Ji-In'). The analysis results confirmed that the virtual keyboard performed the best overall when augmented in mid-air regardless of the keyboard layout. It was also confirmed that the keyboard layout had little effect on text entry. Based on detailed analyses, we suggest directions for providing a virtual keyboard for Korean text entries in the future.

The Effect of Time Management Behaviors on the Satisfaction of Time Management for College Students (대학생의 시간관리 행동이 시간관리 만족도에 미치는 영향)

  • Seo, In-Joo;Doo, Kyung-Ja
    • Journal of Families and Better Life
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    • v.25 no.6
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    • pp.121-131
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    • 2007
  • The purpose of this study was first to reveal the factors of time management behaviors of college students. The second purpose was to examine the effects of those factors on the satisfaction of time management. The data were collected from 400 college students in Seoul by a self-administered questionnaire. Frequencies, Cronbach's alpha, Factor analysis, Pearson's correlation analysis and Multiple linear regression were conducted by SPSS WIN12.0. The major findings were as follows. First, factor analysis of 20 items on the time management behaviors related questions revealed six factors: establishment of standards, reality, overlapping, checking, adjusting and facilitating. Second, many factors such as facilitating, establishment of standards, reality, overlapping were significant in the regression analyses for the satisfaction of time management. Especially, establishment of standards and facilitating had high levels of effort on the satisfaction of time management. In combination, these results suggest that establishment of standards and facilitating are very important factors for high satisfaction of time management.

Established Smart Disaster Safety Management Response System based on the 4th Industrial Revolution (4차 산업혁명 기반 스마트 재난안전관리 대응체계 구축)

  • Kang, Heau-Jo
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.561-567
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    • 2018
  • In this paper, we apply this method to the entire process of smart disaster safety management based on the $4^{th}$ industrial revolution to minimize human, social, economic and environment damage from accidents and disasters, prevention evaluation and disaster information collection analysis and real-time detection of field situation. Prevention of $5^{th}$ generation communication system by analysis, contrast by education and training using virtual reality and augmented reality disaster safety management decision support system intelligent robot for recovery, disaster, discovery, reconnaissance relief, and scale analysis of damages were proposed.

Analysis Software based on Center of Pressure to Improve Body Balance using Smart Insole

  • Moon, Ho-Sang;Goo, Se-Jin;Byun, Sang-Kyu;Shin, Sung-Wook;Chung, Sung-Taek
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.202-208
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    • 2020
  • Body balance necessary for ordinary daily activities can be undermined by diverse causes. In this study, as a way to control such a problem, we have produced smart insole as a wearable device in the form of insole and developed analysis software evaluating body balance, which measures ground reaction force applied to each area of sole and Center of Pressure (COP). The software visualized changes in COP positions while a user was moving and average COP positions, and it is also capable of measuring the COP values in the Anterior-Posterior (AP) and Medial-Lateral (ML) areas of feet. Through gait analysis, it can analyze the time of walking, strides, speed, COP trajectory while walking, etc. In addition, we have developed training contents for body balance improvement designed in consideration of Y-Balance Test and Timed Up and Go (TUG) Test. They were established in virtual reality similar to daily living environment so that people can expect more effective training results regardless of places.

Augmented Visualization of Modeling & Simulation Analysis Results (모델링 & 시뮬레이션 해석 결과 증강가시화)

  • Kim, Minseok;Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
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    • v.22 no.2
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    • pp.202-214
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    • 2017
  • The augmented visualization of analysis results can play an import role as a post-processing tool for the modeling & simulation (M&S) technology. In particular, it is essential to develop such an M&S tool which can run on various multi-devices. This paper presents an augmented reality (AR) approach to visualizing and interacting with M&S post-processing results through mobile devices. The proposed approach imports M&S data, extracts analysis information, and converts the extracted information into the one used for AR-based visualization. Finally, the result can be displayed on the mobile device through an AR marker tracking and a shader-based realistic rendering. In particular, the proposed method can superimpose AR-based realistic scenes onto physical objects such as 3D printing-based physical prototypes in a seamless manner, which can provide more immersive visualization and natural interaction of M&S results than conventional VR or AR-based approaches. A user study has been performed to analyze the qualitative usability. Implementation results will also be given to show the advantage and effectiveness of the proposed approach.

Quality Assessment and Analysis of Stereoscopic 3D Television Pictures (양안식 3D 텔레비전 영상의 화질 평가와 분석)

  • Park, Dae-Chul
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.4
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    • pp.278-288
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    • 2010
  • In this paper, we carried out quality assessment and analysis of stereoscopic 3D Television pictures according to ITU-R contribution and recommendation by rating scales using DSCQS (Double-Stimuli Continuous Quality Scale) method. The evaluation results show that overall quality and sharpness of stereoscopic pictures revealed almost no difference compared to cases of mono pictures as to natural outdoor scenes, graphic images, and indoor scenes (about 3.0 above ~ 4.0), but depth perception and sensation of reality of stereoscopic images exhibit better quality performance over mono images as indicated more than 4.0 out of 5.0 grade. Evaluation results should be considered as human factors such as disparity when shooting and/or editing 3DTV.

Research on the effectiveness of virtual reality technology in China's educational applications Based on 23 experimental and quasi-experimental meta-analyses (가상현실기술의 중국내 교육적 활용효과에 관한 연구 - 23개 실험과 준실험 메타분석에 기초)

  • Huang, Guan;Min, Byung-Won
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.1-13
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    • 2022
  • The Paper Using the meta-analysis research method, first through literature retrieval to obtain 23 relevant empirical studies in China, and then using Review Manager for quantitative analysis, it is found that VR technology has a positive impact on students' overall learning effect and VR technology has a significant positive impact on all dimensions of learning effect (theoretical performance, operational performance, learning motivation, learning interest, learning attitude). There is no significant difference between the dimensions. Significant differences were found for moderating variables such as Discipline types, Teaching Length, and Teaching Method. No significant differences were found for the Academic segments and VR technology types.

Analysis of International Research Trends on Metaverse

  • Mina, Shim
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.453-459
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    • 2022
  • This study attempted to explore the realization and research direction of a successful metaverse environment in the future by analyzing international research trends of the metaverse using topic modeling. A total of 208 papers among WoS and ScienceDirect papers using metaverse as keywords were selected, and quantitative frequency analysis and topic modeling were performed. As a result, it was confirmed that research has rapidly increased after 2022. The main keywords of the research topics were 'second', 'life', 'learning', 'reality', 'metaverse', 'virtual', 'blockchain', 'nft', 'medical', 'avatar', etc. The topic keywords 'Second life & Education' and 'Virtual Reality & Medical' accounted for a large proportion of 57%, followed by 'Blockchain & Cryptocurrency', 'Avatar & Interaction', and 'Sensing and Device'. As a result of semantic analysis, current metaverse research is focused on application and utilization, and research on underlying technologies and devices is also active. Therefore, it is necessary to identify the commonalities and differences between domestic and foreign studies, and to study the application method considering the domestic environment. In addition, new jurisprudence research is more necessary along with predicting new problems. It is expected that the results of study will provide the right research direction for domestic researchers in the era of digital transformation and contribute to the realization of a digital society.

Research on Improving Memory of VR Game based on Visual Thinking

  • Lu, Kai;Cho, Dong Min;Zou, Jia Xing
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.730-738
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    • 2022
  • Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.

Exploring CRM through Technology-enabled Experience in Virtual Environment: The Era of COVID-19

  • HAN, Seung Yeon;CHO, Yooncheong
    • The Journal of Industrial Distribution & Business
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    • v.13 no.4
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    • pp.1-14
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    • 2022
  • Purpose: The purpose of the study is to explore the application of Augmented Reality (AR) technology to enhance interactivity and decision making via technology-enabled experience particularly, in the context of COVID-19. This study investigated effects of perceived utilitarian value, hedonic value, social value, and perceived risk on customer satisfaction with AR technology that are rarely examined in previous studies. Research design, data and methodology: Online survey data was used in the study. This study applied factor analysis and regression analysis to test the hypotheses and employed ANOVA and mediation effect analysis to explore additional findings. Results: The results suggested that customers' perceived usefulness, arousal, social preference, innovativeness, financial risk, and performance risk have statistically significant effect on customer satisfaction. Conclusions: The findings of the study provided managerial and policy implications to develop and advertise the introduction of AR technology with the emphasis on the practical and utilitarian benefits of the technology. The result of this study highlighted the importance of customer relationship management by providing advanced services to customers through AR technology. This study contributes to technology-enabled CRM literature by providing the empirical result to verify the assumption that AR technology can be an effective tool of firms' CRM strategy