• Title/Summary/Keyword: School Virtual World

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A Simulation Method For Virtual Situations Through Seamless Integration Of Independent Events Via Autonomous And Independent Agents

  • Park, Jong Hee;Choi, Jun Seong
    • International Journal of Contents
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    • v.14 no.3
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    • pp.7-16
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    • 2018
  • The extent and depth of the event plan determines the scope of pedagogical experience in situations and consequently the quality of immersive learning based on our simulated world. In contrast to planning in conventional narrative-based systems mainly pursuing dramatic interests, planning in virtual world-based pedagogical systems strive to provide realistic experiences in immersed situations. Instead of story plot comprising predetermined situations, our inter-event planning method aims at simulating diverse situations that each involve multiple events coupled via their associated agents' conditions and meaningful associations between events occurring in a background world. The specific techniques to realize our planning method include, two-phase planning based on inter-event search and intra-event decomposition (down to the animated action level); autonomous and independent agents to behave proactively with their own belief and planning capability; full-blown background world to be used as the comprehensive stage for all events to occur in; coupling events via realistic association types including deontic associations as well as conventional causality; separation of agents from event roles; temporal scheduling; and parallel and concurrent event progression mechanism. Combining all these techniques, diverse exogenous events can be derived and seamlessly (i.e., semantically meaningfully) integrated with the original event to form a wide scope of situations providing chances of abundant pedagogical experiences. For effective implementation of plan execution, we devise an execution scheme based on multiple priority queues, particularly to realize concurrent progression of many simultaneous events to simulate its corresponding reality. Specific execution mechanisms include modeling an action in terms of its component motions, adjustability of priority for agent across different events, and concurrent and parallel execution method for multiple actions and its expansion for multiple events.

The User Experience Design of Virtual and Augmented Reality for Environmental and Ecological Information - Focusing on the Conservatory of Seoul Botanic Park - (환경생태정보 전달을 위한 가상·증강현실 사용자 경험디자인 연구 - 서울식물원 온실을 중심으로 -)

  • Zoh, Kyung Jin;Lee, Yumi;Song, Youngkeun;Jeong, Wookju
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.25 no.2
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    • pp.69-84
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    • 2022
  • The purpose of this research is to examine the user experience design that effectively exhibits botanical information through a virtual habitat built with 3D modeling and scanning data for the conservatory at Seoul Botanic Park. Seoul Botanic Park's conservatory contains environmental and ecological information on the wide spectrum of diverse plants under twelve cities all over the world. However, the exhibition method, which focuses on maps and information boards, has limitations in delivering diverse plant and habitat information to visitors. Virtual and augmented reality can be used as an effective tool for educating and experiencing the contents of various plant species as it can convey the ecological and environmental conditions of the habitat and local culture at diverse levels. This study experimented with constructing virtual habitats using the Unreal Engine and effectively communicating various botanical information through the interaction. With the introduction of a virtual habitat, we intend to enhance the user experience of park visitors and ultimately explore the possibility of using virtual and augmented reality to convey multi-layered environmental and ecological information of landscape.

A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

3D Navigation Real Time RSSI-based Indoor Tracking Application

  • Lee, Boon-Giin;Lee, Young-Sook;Chung, Wan-Young
    • Journal of Ubiquitous Convergence Technology
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    • v.2 no.2
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    • pp.67-77
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    • 2008
  • Representation of various types of information in an interactive virtual reality environment on mobile devices had been an attractive and valuable research in this new era. Our main focus is presenting spatial indoor location sensing information in 3D perception in mind to replace the traditional 2D floor map using handheld PDA. Designation of 3D virtual reality by Virtual Reality Modeling Language (VRML) demonstrates its powerful ability in providing lots of useful positioning information for PDA user in real-time situation. Furthermore, by interpolating portal culling algorithm would reduce the 3D graphics rendering time on low power processing PDA significantly. By fully utilizing the CC2420 chipbased sensor nodes, wireless sensor network was established to locate user position based on Received Signal Strength Indication (RSSI) signals. Implementation of RSSI-based indoor tracking method is low-cost solution. However, due to signal diffraction, shadowing and multipath fading, high accuracy of sensing information is unable to obtain even though with sophisticated indoor estimation methods. Therefore, low complexity and flexible accuracy refinement algorithm was proposed to obtain high precision indoor sensing information. User indoor position is updated synchronously in virtual reality to real physical world. Moreover, assignment of magnetic compass could provide dynamic orientation information of user current viewpoint in real-time.

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A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.232-237
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    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.

Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

A Study on Fashion Brand Metaverse Experience and Store Visit Intention: The Experience Economic Theory Perspective

  • Baltabayeva Bibigul;Eun-Jung Lee
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.234-242
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    • 2024
  • The current Metaverse phenomenon, a collective virtual shared space, has drawn attention to Metaverse marketing in the fashion industry. Metaverse fashion marketing refers to the promotion and sale of fashion products and experiences within this virtual environment, which simulates real-world experiences. This study conducted an online survey to identify research problems empirically. The study subjects were surveyed by domestic male and female consumers aged 35.69 on average, and the authors conducted an online survey, reminiscent of the fashion brand's virtual reality store presented in the questionnaire. Three hundred copies of the collected response data were analyzed using the SPSS 28.0 program. As a result of the study, it was confirmed that consumer experience factors in the fashion brand's Metaverse virtual reality store environment significantly impacted the intention to visit the actual store. As a result of the study, it was found that consumers' perceived presence in the fashion brand Metaverse virtual reality store had a significant effect on entertainment, esthetic, educational, and escapism experiences. Consumers' perceived social presence influenced entertainment, esthetic, educational, and escapism experiences but did not affect educational experiences. It was confirmed that the consumer experience factors in a fashion brand's Metaverse virtual reality store environment had a significant effect on the actual store visit intention. Through the results of this study, we contributed to the related research stream by empirically analyzing the impact of various dimensions of the Metaverse fashion experience, which needed to be improved so far, on consumers' actual store visit intention.

A Situation Simulation Method for Achieving Situation Variability and Authoring Scalability based on Dynamic Event Coupling

  • Choi, Jun Seong;Park, Jong Hee
    • International Journal of Contents
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    • v.16 no.1
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    • pp.25-33
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    • 2020
  • We develop a simulation method that affords very high variability of virtual pedagogical situations involving many independent plans, still achieves authoring (or implementation) scalability. While each individual plan would be coherently drawn up by an agent for its respective goal, those independently-made plans might be coincidentally intertwined in their execution. The inevitable non-determinism involved in this multi-event plan encompassing pre-planned and unforeseen events is resolved by (multi-phase) dynamic planning and articulated sequencing of events in contrast to static planning and monolithic authoring in conventional narrative systems. Connections between events are dictated by their associated rules and their actual connections are dynamically determined in execution time by current conditions of background-world. This unified connection scheme across pre-planned and unforeseen events allows a multi-plan, multi-agent situation to be coherently planned and executed in a global scale. To further the variability of a situation, the inter-event coupling is made in a fine level of action along with a limited episteme of each agent involved. We confirm analytically the viability of our approach with respect to the situation variability and authoring scalability, and demonstrate its practicality with an implementation of a composite situation.

CONSTRUCTION EDUCATIONAL GAME FOR K-12

  • Youjin Jang;Moonseo Park;Hyun-Soo Lee;Chanhyuk Park
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.546-552
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    • 2013
  • The future competitiveness of construction industry is dependent on K-12 students. However, unfavorable images of construction industry have negative influence on K-12 students' decision-making of their career. This negative image makes them not want to find out what actually happens in construction industry. Consequently, it is important to give K-12 students the opportunity to know what construction employees actually do in their job. Studies show that K-12 students who encounter the job early-on are more likely to choose it as their career. In this context, this paper proposes construction educational game in which it can serve as a medium for capturing K-12 students' interest in Construction Management (CM). Based on the literature reviews, challenges of construction educational game for K-12 students which are edutainment, hands-on experience and social interaction, are derived. To address these issues, conceptual model and scenario are designed. Based on designed scenario, prototype of Simulation based Construction Game in Virtual World (SCGVW) is developed in Second Life (SL) and applicability test to K-12 students are implemented. This paper concludes with a discussion of the lessons learned and the future development steps of the construction educational game for K-12 students.

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Metaverse platform-based flipped learning framework development and application (메타버스 플랫폼 기반 플립러닝 프레임워크 개발 및 적용)

  • Ko, Hyunjoo;Jeon, Jaecheon;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.129-140
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    • 2022
  • Our society is undergoing rapid changes due to COVID-19, and in particular, online learning using digital technology is being tried in various forms in the educational field. A change has occurred. However, the limitations of distance learning, such as reduced learning immersion in non-face-to-face educational situations, lack of interaction between teachers and learners, and lower basic academic ability, are constantly being raised, and an appropriate educational strategy is needed to solve these problems. This study focused on the concept of 'Metaverse' based on the interaction between the virtual world and the real world, and tried to verify the effectiveness of educational activities based on it. In detail, we propose an educational framework for realizing flipped learning in the Metaverse Virtual Classroom, and a frame developed by measuring the learning immersion of a single group with a teaching/learning program developed based on this. The effectiveness of the work was verified. When the metaverse platform-based flip learning framework and education program proposed in this study were applied, it was confirmed that learners' immersion in learning was improved.