• Title/Summary/Keyword: Virtual methods

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High School Students' Verbal and Physical Interactions Appeared in Collaborative Science Concept Learning Using Augmented Reality (고등학생의 증강현실을 활용한 협력적 과학 개념학습에서 나타나는 언어적·물리적 상호작용)

  • Shin, Seokjin;Kim, Haerheen;Noh, Taehee;Lee, Jaewon
    • Journal of The Korean Association For Science Education
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    • v.40 no.2
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    • pp.191-201
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    • 2020
  • This study investigated verbal and physical interactions which appeared in collaborative science concept learning using augmented reality. Twelve 10th grade students participated in this study. After being organized into three four-member small groups, they participated in classes using smart device-based augmented reality application developed for the understanding of the chemical bonding concept. Their class activities were audio- and video-taped. Semi-structured interviews were also conducted. The results revealed that within individual statement units of verbal interaction, the proportions of information question/explanation and direction question/explanation were found to be high. Within interaction units, the proportions of reformative and cumulative interaction were relatively high. The proportions of progress were also found to be high within both individual statement units and interaction units of verbal interaction. Students' physical interactions were mainly conducted without meaningful verbal interactions. When their physical interactions were accompanied by knowledge construction-related verbal interactions, the proportions of gazing virtual objects and worksheet-related interactions were high. In contrast, various exploratory activities related to the manipulation of markers mainly appeared when they conducted physical interactions only, or when their physical interactions were accompanied by management-related verbal interactions. On the bases of the results, effective methods for collaborative concept learning using augmented reality in science education are discussed.

Stereoscopic Depth from 3D Contents with Various Disparity (화면 시차로부터 지각되는 3D 컨텐츠의 입체시 깊이)

  • Kham, Keetaek
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.76-86
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    • 2016
  • This study was investigated whether the perceived depth was changed depending on the measurement methods. In the method of direct comparison, virtual object with one of the various binocular disparities was presented in the frontal space with LEDs which were used for depth estimation for a binocular stimulus, while in the method of indirect comparison, visual object was presented in the frontal space but the LEDs were placed rightward at the angle of 45 degree from the mid-sagittal line. In these experimental setup, the depth of binocular stimulus was directly matched that of LED in direct comparison condition. In indirect comparison condition, however, observer estimated the depth of binocular stimulus, turned one's head rightward to the array of LEDs and turned on the LED which was supposed to be the same depth as binocular stimulus. Additionally, it was investigated whether the perceived depth was different depending on observer's stereo acuity. The results showed that perceived depths measured in the direct comparison were more similar to the depth predicted from geometry than those in the indirect comparison, and that the perceived depths from observers with high stereo acuity were similar to the predicted depth from geometry those from observers with low stereo acuity. These results indicated that stereoscopic depths of the binocular stimuli would vivid and compelling when binocular stimuli was simultaneously presented with real objects in the same visual space, like a mixed reality.

A Study on the Feasibility and Future of Digital Art Therapy (디지털 미술치료의 가능성 및 발전방향)

  • Lee, Sang-Hee;Wohn, Kwang-Yeon;Woo, Sung-Ju
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1309-1315
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    • 2009
  • Rapid growth in computer and digital-based technology has brought about changes in various human services including psychotherapy. This paper will look into one of these changes, focusing on a rising area of mental health therapy : Art therapy. Although development of art therapy is not so fast compared to other branches of psychotherapy, some art therapists are studying how to adopt and use it properly. Both art therapists and mental health experts have concluded that technology is a powerful tool despite its limitations and reservations. While some of them think that patients have benefited from the implementation of technology, others have felt concerns about the replacement of basic professional practices. The use of digital technology in the area of art therapy, however, continues to increase, encouraging patients to benefit from it in various therapeutic processes. This thesis therefore focuses on the analysis of literature related to digital art therapy published up to now. The following field study on Korean art therapists aims to examine the current practice of digital art therapy and discuss its feasibility and future. These two methods will contribute to enhancing the understanding of art therapy not only in theory but in practice and also suggest how digital art therapy may overcome limitations of conventional art therapy by exploiting its advantages. Furthermore, this study will present some clues on a possible new position of digital art therapy in the future. I hope that this analytical examination on digital art therapy will stimulate further discussion on this issue and particularly encourage more interdisciplinary work between art therapy and digital technology.

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A Study on the Characteristics of Penthouse Apartmaent Planning in Korea - Focus on the case analysis of penthouse in Seoul - (국내 펜트하우스(하늘채)의 공간 특성에 관한 연구 - 서울에 위치한 펜트하우스의 평면 계획 분석을 중심으로 -)

  • Choi, Kwang-Min;Hur, Bum-Pall
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.172-181
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    • 2011
  • Many of penthouse apartments began to be built and distributed in Korea from the 2000s. However, we have a transformed definition from the international concept of penthouse. It seems that the penthouse apartments in Korea have a confined definition as a luxury and privileged house-we often find it out from advertisements of newly built apartments. In this thesis, therefore, it needs to make a clear and substantial definition of penthouse. And on the base of this definition, this study is intended to analyze planes of penthouse apartments which are distributed recently. It is in order to find out positive aspects of penthouse apartments and to make practical application of this analysis. The process of this study for plane-planning is as follows. Firstly, it is investigated and analyzed that external factors that have an effect on plane-planning such as locations and types of penthouse apartments. Secondly, an interior of penthouse apartments are divided into a private, public and outward area. And properties of each area through this research show the way of division and arrangement of plane. Thirdly, methods of connection between spaces is analyzed on the base of results of research for the way of partition. Finally, specific characters of penthouse apartments planning is derived from synthesis of research. In conclusion, analysis of plane-planning of penthouse apartments is summarized as follows. The majority of penthouse apartments is arranged to small portions of households and on higher stories in apartment which is situated around Han River or public parks. These external factors influence the plane-planning in both the interior and exterior way. For the exterior planning in space, it becomes important to design bays as many as possible in contact with outside in order to satisfy demands for fine prospects. It is also important to plan extra places naturally such as a terrace in order to provide virtual grounding. In the interior planning, a large size of interior induces to develop space for linking between each area, such as corridors or extra rooms. This makes it possible that the private area is linked to each other, at the same time it has its own distinctiveness according to its usage.

Three Dimensional Target Volume Reconstruction from Multiple Projection Images (다중투사영상을 이용한 표적체적의 3차원 재구성)

  • 정광호;진호상;이형구;최보영;서태석
    • Progress in Medical Physics
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    • v.14 no.3
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    • pp.167-174
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    • 2003
  • In the radiation treatment planning (RTP) process, especially for stereotactic radiosurgery (SRS), knowing the exact volume and shape and the precise position of a lesion is very important. Sometimes X-ray projection images, such as angiograms, become the best choice for lesion identification. However, while the exact target position can be acquired by bi-projection images, 3D target reconstruction from bi-projection images is considered to be impossible. The aim of this study was to reconstruct the 3D target volume from multiple projection images. It was assumed that we knew the exact target position in advance, and all processes were performed in Target Coordinates, where the origin was the center of the target. We used six projections: two projections were used to make a Reconstruction Box and four projections were for image acquisition. The Reconstruction Box was made up of voxels of 3D matrices. Projection images were transformed into 3D in this virtual box using a geometric back-projection method. The resolution and the accuracy of the reconstructed target volume were dependent on the target size. An algorithm was applied to an ellipsoid model and a horseshoe-shaped model. Projection images were created geometrically using C program language, and reconstruction was also performed using C program language and Matlab ver. 6(The Mathwork Inc., USA). For the ellipsoid model, the reconstructed volume was slightly overestimated, but the target shape and position proved to be correct. For the horseshoe-shaped model, reconstructed volume was somewhat different from the original target model, but there was a considerable improvement in determining the target volume.

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The Effect of the Visit to Dementia Home Experience Program on the Awareness of Dementia (치매 가정체험프로그램 관람이 치매 인식에 미치는 효과)

  • Park, So Yeon;Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.263-271
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    • 2018
  • The purpose of this study is to find that people's visit to a dementia home exhibition hall is effective at improving their perception of dementia. The satisfaction of visitors to the dementia home exhibition hall and a change in their perception of dementia after the visit were analyzed. The study subjects were 52 residents in S city. This study had been conducted from April, 5 to May, 25, 2018. The dementia home exhibition hall has welfare kits installed in an entrance, a rest room, a living, and a kitchen. Virtual reality experience program and the program of wearing clothes to experience an elderly person were performed together. As a result, the visitors' satisfaction was high overall, and their visit was educationally effective at improving their perception of dementia. After their visit to the hall, the residents showed high increases in the scores of the questions about the perception of dementia causes, dynamism & system, symptoms & diagnosis, and treatment & prevention. The residents with middle years and higher of age were more satisfied than those in other age groups with the introduction of dementia, and prevention methods, introduction of safe and comfortable home environment, and appropriateness of experience program. In this study, it was positive that the differentiated experience program which was not existed actively led the participation of the target person and attracted high education satisfaction in a short time. In the future, it will be necessary to develop an extended experience program, provide an environment for direct experience of dementia, and perform a continuous program to draw more citizens' attention.

Roles and Discourse of Cryptocurrency's Online Community and YouTube : Using Focus Group Interviews (암호화폐 온라인 커뮤니티와 유튜브의 역할 및 담론분석 연구 : FGI 인터뷰를 중심으로)

  • Lim, Han Sol;Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.615-629
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    • 2020
  • Conducting Focus Group Interview (FGI), this study examined the roles and discourses of cryptocurrency's online communities and media (legacy media and YouTube), and based on this, the study proposed the direction of cryptocurrency policy. By reviewing previous literature, this study analyzed the characteristics of investors, the online community, and YouTube, which is an investment environment factor. The study figured out the purpose of use and role of the community via interviews with cryptocurrency professional investors and online community members and analyzed main discussion themes of the five top-ranked YouTube channels related to cryptocurrency with the highest number of subscribers. The results suggested that cryptocurrency's investment was led by those who are in their 20s and 30s, the investors preferred and trusted information on new media than legacy media. The online community played the role of emotional homogeneity and empathy, and YouTube mainly performed the informational role. As a result of discourse analysis and interviews, this study argued that the legal stability of cryptocurrency's policy and protection of individual investors are needed. This study's significance indicates that it used various research methods such as literature research, interviews, content analysis of community/YouTube to analyze the informational role and emotional aspects of new media and suggested policy direction of the digital new deal blockchain technology and the fairness of financial industry.

Development of Day and Night Scope with BS Prism (BS 프리즘을 이용한 주야 조준경 개발)

  • Lee, Dong-Hee
    • Journal of Korean Ophthalmic Optics Society
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    • v.19 no.3
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    • pp.339-344
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    • 2014
  • Purpose: This study relates to the development of the day and night scope using the reflecting surface of a BS (beam splitting) prism. Methods: We have placed the LCD panel and the dot reticle generator to the top and bottom of the reflecting surface of the BS prism, and have placed a reflector, which is designed to doublet type, in the front of the BS prism. Doing so, we have developed a new type of day and night scope, which is able to image the virtual image of dot reticle from the dot reticle generator to the direction of the observer, to make the observer survey the peripheral information of the outside target by 1x magnification, and to make the observer survey the image of the LCD panel directly. Results: We could develope a new type of day and night scope, which has the function of night scope as thermal image display device at night time and the function of day scope as dot sight at day time, by letting the reflective surface of the BS prism have the role of dot sight which reflects the dot reticle and have the role of reflective optical system by which the observer surveys the night thermal image displayed in LCD panel. Conclusions: In this study, we have developed the new type of day and night scope which is able to play the role of the day or night scope selectively, combining the existing dot sight and the existing night scope by using the BS prism. By doing so, we could design and fabricate the new type of day and night scope with the BS prism which can further increase the rapidity of firing and provide more convenience in the mounting of a firearm than the detachable combination of an existing dot sight and an existing night scope.

The Search of the Habitus Formation Process in Professional Football Club Supporters (프로축구 서포터즈의 아비투스 형성과정 탐색)

  • Oh, Byoung-Don;Yu, Young-Seol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3672-3681
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    • 2013
  • The purpose of this study was to analyze subculture of professional football supporters with a view of Bourdieu's Habitus theory. What sorts of mechanism were worked when supporters formed their Habitus. The methods adopted in the article was qualitative. The qualitative information on the nature of their fandom was gleaned from 'virtual participant observation' or 'interviewing' of professional football fans that participated in discussions on the internet and participant observation of professional fans. The intensity and criteria sampling method was used to select 6 supporters who had participated in the supporting activities for more than five years and played crucial roles in running their organization as officials. The textual analysis which is consisting of translation, coding, and processing was used to mean the identification and exegesis of contextualization cues that make a text meaningful to the professional football supporters. an intended audience. The findings of this study were that (1) the subculture variety of activities for players and coaching staffs were the fundamental factors when supporters formed their subculture. (2) the professional supporters became habitus through the progressively development of subcultures such as enthusiastic supporters, small meetings, and events relating to soccer players.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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