• Title/Summary/Keyword: experience world

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사이버공간과 『구운몽』의 세계 (Virtual Reality and the Space of Gu-Wun-Mong)

  • 전이정
    • 한국콘텐츠학회논문지
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    • 제11권6호
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    • pp.90-97
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    • 2011
  • 최근 통신 기술과 인터넷의 발달로 인해 현대인들의 활동영역이 사이버 공간으로 넓어지면서 사이버공간에서의 자아 정체성과 윤리 문제가 중요하게 부각되고 있다. 이러한 시점에서 가상공간에서의 환몽 체험을 통해서 진정한 자아를 탐색하는 과정을 담은 우리 고전 소설 구운몽 은 현대 네티즌들에게 의미있는 시사점이 될 수 있다. "구운몽"의 주인공인 성진은 환생을 통해서 또다른 욕망의 주체인 팔선녀와 만남으로써 가상 세계를 체험하고 있다. 이를 통해 성진은 '진/가'의 이원적인 세계관을 극복하고 진정한 구도자로서의 자아를 확립하기에 이른다. "구운몽"의 환몽 체험은 현실 세계와 가상 세계를 구별하면서, 성진에게 양소유라는 새로운 자아를 부여한다. 성진은 아바타인 양소유를 통해서 자아의 한계를 초월하여 다중적인 주체로서 자신을 자리매김한다. 이러한 주체의 확장을 통해 결국 성진은 현실과 가상이 모두 깨달음을 위한 주체의 통합 과정임을 인식하게 된다. 이렇듯, "구운몽"은 컴퓨터와 같은 물리적인 매개로서가 아니라 인간의 정신으로 구성되는 가상 체험, 가상 세계를 이야기하고 있는 작품으로 이해된다. 현실 세계와 가상 세계의 대립, 충돌과 욕망의 무한성 속에서 갈등하는 현대 네티즌들에게 자아에 관한 성진의 깨달음은 모순적인 상황을 해결할 수 있는 열쇠가 될 수 있을 것이다.

가상현실을 위한 몰입형 멀티채널 디스플레이 (Immersive Multichannel Display for Virtual Reality)

  • 김상연;임성민;김도윤;이재협
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.131-139
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    • 2010
  • Virtual reality(VR) technology allows users to experience the same sensation as if they look and feel real objects, and furthermore it enables users to experience phenomena in virtual environment which are difficult to illustrate in real world. A multichannel display is one of the virtual reality systems for generating high-quality images and guaranteeing a wide view angle using multiple projectors. In this work, we present the multichannel display system whose resolution is $4096{\times}1536$. We implement an automatic calibration (geometric and color) method for compensating the distorted image and color. The results clearly show the proposed system provides continuous and smooth images.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • 제9권5호
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

청소년기 자기효능감 향상 프로그램 개발연구 (Development of Self-efficacy Enhancement Program for the Adolescent)

  • 조혜정;이정연;이창숙
    • 한국생활과학회지
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    • 제13권3호
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    • pp.345-359
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    • 2004
  • Self-efficacy is an important variable determining adolescents' behavior. This study was designed to develope a program for improving teens' self-efficacy. The goal of this program was as follows: (1) to improve self-efficacy by enlarge self-knowledge through in- depth search of one's own inner world, (2) to correct one's inferiority impeding one's inner growth, (3) to improve self-efficacy in family relationship, peer relationship, and academic achievement areas. This program consisted of total 6 sessions, supplemented with interpersonal relationships regarding positive family functioning and the impact of peer groups which were found out in recent researches. Specific strategies such as verbal persuasion, mastery experience, vicarious experience and affective arousal were used.

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Designing an Interdisciplinary Learning Environment for Conservatory Students: Using the Liberal Arts to Expand Education and Better Support Performance Interpretation

  • Auh, Yoonil;Shin, Yeon Sook
    • International Journal of Contents
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    • 제10권2호
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    • pp.1-8
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    • 2014
  • This paper discusses designing an interdisciplinary learning environment to promote learning of the liberal arts for advanced music students in order to expand the boundaries of their education experience beyond the technical mastery of their musical instruments. The paper discusses the utilization of salient features of information, communications, and technology and the use of instructional theory to promote the understanding of how individual pieces of music can be connected to knowledge of the context in which they were created to support the understanding of the relationship between experience in the world and musical composition.

조선기술지식 활용을 위한 유전적 프로그래밍 기반의 데이터 마이닝 도구개발 (Development of Data Mining Tool for the Utilization of Shipbuilding Knowledge based on Genetic Programming)

  • 이경호;오준;박종현;박종훈
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 2006년도 정기 학술대회 논문집
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    • pp.185-191
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    • 2006
  • As development of information technology, companies stress the need of knowledge management. Companies construct ERP system including knowledge management. But, it is not easy to formalize knowledge in organization. They experience that constructing information system help knowledge management. Now, we focus on engineering knowledge. Because engineering data contains experts' experience and know-how in its own, engineering knowledge is a treasure house of knowledge. Korean shipyards are leader of world shipbuilding industry. They have accumulated a store of knowledges and data. But, they don't have data minning tool to utilize accumulated data. This paper treats development of data minning tools for the utilization of shipbuilding knowledge based on genetic programming (GP).

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한국, 일본, 독일, 미국의 CAD교육 현황과 성공요인 비교 (제1보) (A Comparative Analysis of CAD Education and Key Success Factors in Korea, Japan, Germany and USA (Part I))

  • 이윤정
    • 한국의류학회지
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    • 제28권11호
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    • pp.1448-1457
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    • 2004
  • Based upon mail survey method, this empirical research aims to compare the CAD education in four countries in terms of education conditions, education methods, and education performance. Results show that Korea is similar to Japan in many ways, while it differ from U.S.A. or Germany in several respects. Putting less importance in CAD course, Korean professors of CAD were found to be relatively young and deficient of teaching experience and/or industrial experience. And CAD course, which is not compulsory but elective one, is taught in a more crowded (junior) class with less satisfactory hardware and software. In the education goal or contents, the CAD courses in Korea lack real world problems or applications, concentrating less on students-based or problem-based learning methods than Germany or U.S.A.. Consequently, Korean CAD education is outperformed by German or U.S. one in educational performance both in skill improvement and in attitude enhancement.

게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로 (An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony)

  • 안호성;김재범;서흥교;오혜원
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 2008년도 연합학회학술대회
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계 (Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game)

  • 이용환;안효창
    • 반도체디스플레이기술학회지
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    • 제18권4호
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

코로나-19 감염에 의한 후두 합병증 (Laryngeal Complications of the COVID-19)

  • 김근전;주영훈
    • 대한후두음성언어의학회지
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    • 제33권3호
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    • pp.156-159
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    • 2022
  • The coronavirus disease 2019 (COVID-19) pandemic caused by the novel severe acute respiratory syndrome coronavirus-2 has upended the world of otolaryngology. After COVID-19 infection, patients experience various complication of symptoms due to injury of the larynx and lung/ respiratory system. Regardless of the patient's severity, patients can experience several complications including dysphonia, vocal cord paralysis/paresis and sensory neuropathy. An emerging role for otolaryngologists in the coming weeks and months is the management of laryngeal complications of COVID-19. This review is intended to describe laryngeal complications in patients recovering from COVID-19 infection.