• Title/Summary/Keyword: Reality Analysis

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Reality Effect Increased by Staging in Movies of CG Generated Characters - with shot-by-shot analysis of Transformers the Movie - (CG 위주 영화에서 스테이징 staging에 의한 사실성 증대 효과 -트랜스포머 분석을 중심으로-)

  • Kwon, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.107-117
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    • 2009
  • Depending heavily on CG technologies, the movies with CG generated characters and backgrounds focus on the reality effect in terms of the graphic itself. However, reality effect means a lot more in filmmaking than just pictorial representation. This study analyzes shot-by-shot a sample movie which has good staging as a part of film directing to increase reality effect in terms of diegesis and a film as a whole not just pictorial reality effect.

An Integrative Review on Augmented Reality/Virtual Reality Simulation Programs in the Mental Health Area for Health Professionals

  • Han, Soolgi
    • International Journal of Contents
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    • v.15 no.4
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    • pp.36-43
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    • 2019
  • This is an integrative review paper of Augmented Reality (AR)/Virtual Reality (VR) simulation programs in the mental health area including the analysis of the general characteristics, contents, and the impact of the interventions studies. The keywords used to search the studies were "AR/VR" and "medical/nursing students". The author and a postdoctoral research fellow searched four electronic databases: Web of Science, PubMed, EmBase, and CINHA, and as a result nine studies met the inclusion criteria. Among the selected studies AR/VR simulation programs in the mental health area for healthcare professionals were found to be effective in clinical skills as well as for the interpersonal relationship and the stigma of mentally ill patients. Providing an opportunity to experience a safe and effective tool is important when educating health professionals and AR/VR simulation programs are safe and effective. Thus, standardized AR/VR simulation programs are needed to be developed for health professionals.

The Effect of Augmented Reality-based Fashion Product Application on Intention to Use (증강현실기반의 패션제품 어플리케이션 특성요인과 사용의도와의 관계에 관한 연구)

  • Kim, Hyekyung;Park, Jihye;Kim, Yongseok;Choi, Jeongil
    • Journal of Information Technology Services
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    • v.19 no.1
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    • pp.89-102
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    • 2020
  • With the technology of the 4th Industrial Revolution integrated into the industry as a whole, digital transformation (DT) is becoming an innovative and essential element of corporate survival in the fashion industry, and it is expected that the paradigm shift in shopping will become an unavoidable reality, especially based on the AR. Therefore, in this study, the characteristics of augmented reality were presented separately as perceived realism, interaction, pleasure, and usability, and the influence of augmented reality by immersion parameters on the user's satisfaction and intended to reveal the relationship between satisfaction and usage through the characteristics of augmented reality. For the purpose of this study, a structured questionnaire was conducted, and the available 209 responses were collected and used for empirical analysis. The results of the empirical analysis are as follows. First, while immersion has the greatest effect on satisfaction, the effect on use intention has a stronger effect on satisfaction than immersion. This indicates that purchase occurs when the user's immersion leads to satisfaction, and when the satisfaction falls, the intention to use is also lowered. Second, interactivity, enjoyment, and ease of use among the various characteristics of fashion applications have a positive effect on immersion. Among them, ease of use had a strong effect on immersion. In light of this, it can be seen that ease of use should be considered first when creating an application based on augmented reality in the future fashion industry. However, the perceived reality is low in the degree of immersion, and the effect on satisfaction is also lowered, so it is difficult to be connected to intention. Considering that this study was conducted through indirect experience through video viewing, this study expects the development of research through a more practical research model in the future, as the impact is considered to be a relatively low measurement.

Productivity Analysis for Industrial Augmented Reality(iAR) Content Development Using an iAR Specialized Engine (산업용 증강현실 전용엔진을 이용한 산업용 증강현실 콘텐츠 개발에 대한 생산성 분석)

  • Kang, Minshik
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.1-6
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    • 2022
  • In recent years, many global manufacturers such as Mercedes-Benz and BMW have been using augmented reality technology to spread it to various fields such as assembly process, after-sales service, sales stores, and consumer manuals. In this study, the application status of innovation in manufacturing using industrial augmented reality was identified, and the possibility of combining existing ERP and augmented reality was analyzed based on this. In addition, it was empirically analyzed that the selection of a dedicated content development engine is the most important factor in development productivity in the development of industrial augmented reality content. The same content developed with Unity3d was redeveloped with Vuforia Studio, and as a result of comparative analysis of development man-hours by field, the development lead time was shortened by 8 times. This study proves productivity by actually developing industrial augmented reality contents, and it is a study with a difference that is difficult to implement in practice.

Immersive Learning Technologies in English Language Teaching: A Meta-Analysis

  • Altun, Hamide Kubra;Lee, Jeongmin
    • International Journal of Contents
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    • v.16 no.3
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    • pp.18-32
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    • 2020
  • The aim of this study was to perform a meta-analysis of the learning outcomes of immersive learning technologies in English language teaching (ELT). This study examined 12 articles, yielding a total of 20 effect sizes. The Comprehensive Meta-Analysis (CMA) program was employed for data analysis. The findings revealed that the overall effect size was 0.84, implying a large effect size. Additionally, the mean effect sizes of the dependent variables revealed a large effect size for both the cognitive and affective domains. Furthermore, the study analyzed the impact of moderator variables such as sample scale, technology type, tool type, work type, program type, duration (sessions), the degree of immersion, instructional technique, and augmented reality (AR) type. Among the moderators, the degree of immersion was found to be statistically significant. In conclusion, the study results suggested that immersive learning technologies had a positive impact on learning in ELT.

Analysis of Global virtual, augmented reality Contents States (가상, 증강현실 콘텐츠의 동향파악을 위한 국내외 선진 현황 분석)

  • Kim, Jung-Hee
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.7-16
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    • 2017
  • In this thesis, the objective is to identify and analyze trends in the evolution of virtual reality in the midst of the trend of digital content and the trend of the 4th industrial revolution. The analysis is divided into devices, development, distribution platforms and content fields, which are divided into active, static, and classical content and trend. This thesis is meaningful as a basic material in the planning stage of virtual augmented reality contents.

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • v.21 no.2
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

An Evaluation of the Streetscape According to the Change of Moving Speed -Through the Experiment of the Virtual Reality- (이동속도의 변화에 따른 가로경관의 평가 -Virtual Reality를 이용한 실험-)

  • 정재희
    • Journal of the Korean Institute of Landscape Architecture
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    • v.28 no.5
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    • pp.15-25
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    • 2000
  • The purpose of this paper is to examine the visual evaluation structure about the formal changes of streetscape by the different moving speed in two alternative control plans for the building height and the setback regulation. The virtual reality system is applied to the experimental tool. Eighty-two experimental models are made in consideration of the height and the setback of the building regulation cased by Midou-suji street in Osaka City, Japan. and ten typical models are selected by pre-experiment. Since the changes of the landscape structure consists of the height and the setback of the building, four the evaluation items are set: grade of continuity, order, openness, preference. As there are eighty-two landscape models which are too many to be applied in this experiment, ten role models are drawn out and used in this experiment. The mean difference test, discriminant analysis, and multiple linear regression methods had been used for the statistical analysis methods. The results of this study are as follows; 1) It is found out the fact of the difference evaluation structure amount experiments models. 2) From the sketch analysis and interview, it is found out difference cognition structure by the moving speed and alternatives. 3) From the discriminant and regression analysis, it is found out that the evaluation value about continuity becomes low by the moving speed change from walking speed to driving speed. We suggest that continuous experiment should be made with a variety of groups and models, and general and universal results should also be come out of the experiments above.

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Analyzing XR(eXtended Reality) Trends in South Korea: Opportunities and Challenges

  • Sukchang Lee
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.221-226
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    • 2024
  • This study used text mining, a big data analysis technique, to explore XR trends in South Korea. For this research, I utilized a big data platform called BigKinds. I collected data focusing on the keyword 'XR', spanning approximately 14 years from 2010 to 2024. The gathered data underwent a cleansing process and was analyzed in three ways: keyword trend analysis, relational analysis, and word cloud. The analysis identified the emergence and most active discussion periods of XR, with XR devices and manufacturers emerging as key keywords.

Concept Analysis of Reality Shock in New Graduate Nurses (신규간호사의 현실충격 개념분석)

  • Choe, Myeong-Hui;Lee, Ha-na
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.376-385
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    • 2016
  • This paper aims to understand the conceptual definition and the characteristics of reality shock in new graduate nurses. We analyzed the data using the hybrid model, initially introduced by Schwartz-Barcott and Kim. The data used in this study were collected from six recently graduated nurses who work in S-si and G-si. Another part of the data was obtained from literature review regarding Reality Shock. We categorized Reality Shocks in recently graduated nurses into nine attributes within a three-dimension model. The dimensions include "cognitive", "emotional", and "situational" domains. The cognitive domain is to be aware of the factor that causes Reality Shock. The emotional domain is the negative emotional responses that appear when facing a situation causing Reality Shock. The situational domain is the sort of circumstantial situations that cause Reality Shock. Reality Shock is defined as recently graduated nurses having several negative emotions, such as powerlessness, difficulty in peer relationships, confusion, and pressure due to (i) the differences between reality of nursing and what they have learned in school, (ii) the differences between an ideal situation and the real situation, (iii) the lack of expertise of senior nurses, (iv) a situation without the respect from colleagues, and (v) the overloaded role compare with the expectations. In conclusion, we provide a guideline for establishing a strategy to reduce Reality Shock in recently graduated nurses by identifying the concept of Reality Shock.